makes conveyors to use machine linking & refactors machine linking a bit (#2464)
* makes conveyors to use machine linking & refactors machine linking a bit * nullable errors * temp commit, starting work on construction * working recipies & graphs * fixes crash * makes items gravitate towards the center when on a conveyor * makes conveyors take bool signal too * ignores components clientside * default arm entitymanager maxtransmitters unsubscribe methods * twowayLEVER * _ * componentreference struct * yaml run leverDefinitelyNotCopiedFromGirderNoNoNo dies today :( * nullable * no divide by 0 * making sloth happy * space gone - happy? * final fix * yes * adds item to lathe * conveyor item -> conveyor assembly * technology * reviews ADRESSED * Update Content.Shared/GameObjects/Verbs/VerbUtility.cs Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
This commit is contained in:
@@ -16,7 +16,6 @@ namespace Content.Client.GameObjects.Components.Conveyor
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private string _stateRunning;
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private string _stateStopped;
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private string _stateReversed;
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private string _stateLoose;
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private void ChangeState(AppearanceComponent appearance)
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{
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@@ -32,7 +31,6 @@ namespace Content.Client.GameObjects.Components.Conveyor
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ConveyorState.Off => _stateStopped,
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ConveyorState.Forward => _stateRunning,
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ConveyorState.Reversed => _stateReversed,
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ConveyorState.Loose => _stateLoose,
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_ => throw new ArgumentOutOfRangeException()
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};
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@@ -46,7 +44,6 @@ namespace Content.Client.GameObjects.Components.Conveyor
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_stateRunning = node.GetNode("state_running").AsString();
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_stateStopped = node.GetNode("state_stopped").AsString();
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_stateReversed = node.GetNode("state_reversed").AsString();
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_stateLoose = node.GetNode("state_loose").AsString();
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}
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public override void InitializeEntity(IEntity entity)
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@@ -1,5 +1,6 @@
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using System;
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using Content.Shared.GameObjects.Components.Conveyor;
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using Content.Shared.GameObjects.Components.MachineLinking;
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using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Client.Interfaces.GameObjects.Components;
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@@ -11,12 +12,11 @@ using YamlDotNet.RepresentationModel;
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namespace Content.Client.GameObjects.Components.Conveyor
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{
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[UsedImplicitly]
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public class ConveyorSwitchVisualizer : AppearanceVisualizer
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public class TwoWayLeverVisualizer : AppearanceVisualizer
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{
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private string _stateForward;
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private string _stateOff;
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private string _stateReversed;
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private string _stateLoose;
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private void ChangeState(AppearanceComponent appearance)
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{
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@@ -25,15 +25,14 @@ namespace Content.Client.GameObjects.Components.Conveyor
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return;
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}
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appearance.TryGetData(ConveyorVisuals.State, out ConveyorState state);
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appearance.TryGetData(TwoWayLeverVisuals.State, out TwoWayLeverSignal state);
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var texture = state switch
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{
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ConveyorState.Off => _stateOff,
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ConveyorState.Forward => _stateForward,
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ConveyorState.Reversed => _stateReversed,
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ConveyorState.Loose => _stateLoose,
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_ => throw new ArgumentOutOfRangeException()
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TwoWayLeverSignal.Middle => _stateOff,
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TwoWayLeverSignal.Right => _stateForward,
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TwoWayLeverSignal.Left => _stateReversed,
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_ => _stateOff
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};
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sprite.LayerSetState(0, texture);
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@@ -46,7 +45,6 @@ namespace Content.Client.GameObjects.Components.Conveyor
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_stateForward = node.GetNode("state_forward").AsString();
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_stateOff = node.GetNode("state_off").AsString();
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_stateReversed = node.GetNode("state_reversed").AsString();
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_stateLoose = node.GetNode("state_loose").AsString();
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}
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public override void InitializeEntity(IEntity entity)
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@@ -135,7 +135,6 @@
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"DisposalBend",
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"Recycler",
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"Conveyor",
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"ConveyorSwitch",
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"Flippable",
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"Airtight",
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"MovedByPressure",
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@@ -211,6 +210,8 @@
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"CrematoriumEntityStorage",
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"RandomArcade",
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"RandomSpriteState",
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"ConveyorAssembly",
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"TwoWayLever"
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};
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}
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}
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@@ -1,13 +1,12 @@
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#nullable enable
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.MachineLinking;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Conveyor;
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using Content.Shared.GameObjects.Components.Interactable;
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using Content.Shared.GameObjects.Components.MachineLinking;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Physics;
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using Content.Shared.Utility;
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@@ -17,7 +16,6 @@ using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Components.Map;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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@@ -26,16 +24,14 @@ using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Conveyor
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{
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[RegisterComponent]
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public class ConveyorComponent : Component, IInteractUsing
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public class ConveyorComponent : Component, ISignalReceiver<TwoWayLeverSignal>, ISignalReceiver<bool>
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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public override string Name => "Conveyor";
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/// <summary>
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/// The angle to move entities by in relation to the owner's rotation.
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/// </summary>
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[ViewVariables]
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[ViewVariables(VVAccess.ReadWrite)]
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private Angle _angle;
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/// <summary>
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@@ -66,8 +62,6 @@ namespace Content.Server.GameObjects.Components.Conveyor
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}
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}
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private ConveyorGroup? _group = new ConveyorGroup();
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/// <summary>
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/// Calculates the angle in which entities on top of this conveyor
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/// belt are pushed in
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@@ -142,7 +136,7 @@ namespace Content.Server.GameObjects.Components.Conveyor
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return;
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}
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var intersecting = _entityManager.GetEntitiesIntersecting(Owner, true);
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var intersecting = Owner.EntityManager.GetEntitiesIntersecting(Owner, true);
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var direction = GetAngle().ToVec();
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foreach (var entity in intersecting)
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@@ -155,107 +149,33 @@ namespace Content.Server.GameObjects.Components.Conveyor
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if (entity.TryGetComponent(out IPhysicsComponent? physics))
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{
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var controller = physics.EnsureController<ConveyedController>();
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controller.Move(direction, _speed);
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controller.Move(direction, _speed, entity.Transform.WorldPosition - Owner.Transform.WorldPosition);
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}
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}
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}
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private async Task<bool> ToolUsed(IEntity user, ToolComponent tool)
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{
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if (!Owner.HasComponent<ItemComponent>() &&
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await tool.UseTool(user, Owner, 0.5f, ToolQuality.Prying))
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{
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State = ConveyorState.Loose;
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Owner.AddComponent<ItemComponent>();
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_group?.RemoveConveyor(this);
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Owner.RandomOffset(0.2f);
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return true;
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}
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return false;
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}
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public void Sync(ConveyorGroup group)
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{
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_group = group;
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if (State == ConveyorState.Loose)
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{
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return;
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}
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State = group.State == ConveyorState.Loose
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? ConveyorState.Off
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: group.State;
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}
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/// <summary>
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/// Disconnects this conveyor from any switch.
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/// </summary>
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private void Disconnect()
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{
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_group?.RemoveConveyor(this);
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_group = null;
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State = ConveyorState.Off;
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataReadWriteFunction(
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"switches",
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new List<EntityUid>(),
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ids =>
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{
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if (ids == null)
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{
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return;
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}
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foreach (var id in ids)
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{
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if (!Owner.EntityManager.TryGetEntity(id, out var @switch))
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{
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continue;
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}
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if (!@switch.TryGetComponent(out ConveyorSwitchComponent? component))
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{
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continue;
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}
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component.Connect(this);
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}
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},
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() => _group?.Switches.Select(@switch => @switch.Owner.Uid).ToList());
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serializer.DataField(ref _angle, "angle", 0);
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serializer.DataField(ref _speed, "speed", 2);
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}
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public override void OnRemove()
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public void TriggerSignal(TwoWayLeverSignal signal)
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{
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base.OnRemove();
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Disconnect();
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State = signal switch
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{
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TwoWayLeverSignal.Left => ConveyorState.Reversed,
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TwoWayLeverSignal.Middle => ConveyorState.Off,
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TwoWayLeverSignal.Right => ConveyorState.Forward,
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_ => ConveyorState.Off
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};
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}
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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public void TriggerSignal(bool signal)
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{
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if (eventArgs.Using.TryGetComponent(out ConveyorSwitchComponent? conveyorSwitch))
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{
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conveyorSwitch.Connect(this, eventArgs.User);
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return true;
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}
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if (eventArgs.Using.TryGetComponent(out ToolComponent? tool))
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{
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return await ToolUsed(eventArgs.User, tool);
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}
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return false;
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State = signal ? ConveyorState.Forward : ConveyorState.Off;
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}
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}
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}
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@@ -0,0 +1,13 @@
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using Robust.Shared.GameObjects;
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namespace Content.Server.GameObjects.Components.Conveyor
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{
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/// <summary>
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/// Dummy component for construction graph
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/// </summary>
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[RegisterComponent]
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public class ConveyorAssemblyComponent : Component
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{
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public override string Name => "ConveyorAssembly";
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}
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}
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@@ -1,219 +0,0 @@
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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Conveyor;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Conveyor
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{
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[RegisterComponent]
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public class ConveyorSwitchComponent : Component, IInteractHand, IInteractUsing, IActivate
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{
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public override string Name => "ConveyorSwitch";
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private ConveyorState _state;
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/// <summary>
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/// The current state of this switch
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/// </summary>
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[ViewVariables]
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public ConveyorState State
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{
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get => _state;
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private set
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{
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_state = value;
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if (Owner.TryGetComponent(out AppearanceComponent? appearance))
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{
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appearance.SetData(ConveyorVisuals.State, value);
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}
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}
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}
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private ConveyorGroup? _group;
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public void Sync(ConveyorGroup group)
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{
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_group = group;
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if (State == ConveyorState.Loose)
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{
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return;
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}
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State = group.State == ConveyorState.Loose
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? ConveyorState.Off
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: group.State;
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}
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/// <summary>
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/// Disconnects this switch from any conveyors and other switches.
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/// </summary>
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private void Disconnect()
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{
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_group?.RemoveSwitch(this);
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_group = null;
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State = ConveyorState.Off;
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}
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/// <summary>
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/// Connects a conveyor to this switch.
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/// </summary>
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/// <param name="conveyor">The conveyor to be connected.</param>
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/// <param name="user">The user doing the connecting, if any.</param>
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public void Connect(ConveyorComponent conveyor, IEntity? user = null)
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{
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if (_group == null)
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{
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_group = new ConveyorGroup();
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_group.AddSwitch(this);
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}
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_group.AddConveyor(conveyor);
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user?.PopupMessage(Loc.GetString("Conveyor linked."));
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}
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/// <summary>
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/// Cycles this conveyor switch to its next valid state
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/// </summary>
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/// <returns>
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/// true if the switch can be operated and the state could be cycled,
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/// false otherwise
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/// </returns>
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private bool NextState()
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{
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State = State switch
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{
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ConveyorState.Off => ConveyorState.Forward,
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ConveyorState.Forward => ConveyorState.Reversed,
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ConveyorState.Reversed => ConveyorState.Off,
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ConveyorState.Loose => ConveyorState.Off,
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_ => throw new ArgumentOutOfRangeException()
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};
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_group?.SetState(this);
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return true;
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}
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/// <summary>
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/// Moves this switch to the group of another.
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/// </summary>
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/// <param name="other">The conveyor switch to synchronize with.</param>
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/// <param name="user">The user doing the syncing, if any.</param>
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private void SyncWith(ConveyorSwitchComponent other, IEntity? user = null)
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{
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other._group?.AddSwitch(this);
|
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|
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if (user == null)
|
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{
|
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return;
|
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}
|
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|
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Owner.PopupMessage(user, Loc.GetString("Switches synchronized."));
|
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}
|
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|
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public override void ExposeData(ObjectSerializer serializer)
|
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{
|
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base.ExposeData(serializer);
|
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|
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serializer.DataReadWriteFunction(
|
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"conveyors",
|
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new List<EntityUid>(),
|
||||
ids =>
|
||||
{
|
||||
if (ids == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var id in ids)
|
||||
{
|
||||
if (!Owner.EntityManager.TryGetEntity(id, out var conveyor))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!conveyor.TryGetComponent(out ConveyorComponent? component))
|
||||
{
|
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continue;
|
||||
}
|
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|
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Connect(component);
|
||||
}
|
||||
},
|
||||
() => _group?.Conveyors.Select(conveyor => conveyor.Owner.Uid).ToList());
|
||||
|
||||
serializer.DataReadWriteFunction(
|
||||
"switches",
|
||||
new List<EntityUid>(),
|
||||
ids =>
|
||||
{
|
||||
if (ids == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var id in ids)
|
||||
{
|
||||
if (!Owner.EntityManager.TryGetEntity(id, out var @switch))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!@switch.TryGetComponent(out ConveyorSwitchComponent? component))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
component.SyncWith(this);
|
||||
}
|
||||
},
|
||||
() => _group?.Switches.Select(@switch => @switch.Owner.Uid).ToList());
|
||||
}
|
||||
|
||||
public override void OnRemove()
|
||||
{
|
||||
base.OnRemove();
|
||||
Disconnect();
|
||||
}
|
||||
|
||||
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
|
||||
{
|
||||
return NextState();
|
||||
}
|
||||
|
||||
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
|
||||
{
|
||||
if (eventArgs.Using.TryGetComponent(out ConveyorComponent? conveyor))
|
||||
{
|
||||
Connect(conveyor, eventArgs.User);
|
||||
return true;
|
||||
}
|
||||
|
||||
if (eventArgs.Using.TryGetComponent(out ConveyorSwitchComponent? otherSwitch))
|
||||
{
|
||||
SyncWith(otherSwitch, eventArgs.User);
|
||||
return true;
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void IActivate.Activate(ActivateEventArgs eventArgs)
|
||||
{
|
||||
NextState();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -30,11 +30,15 @@ namespace Content.Server.GameObjects.Components.MachineLinking
|
||||
return;
|
||||
}
|
||||
|
||||
if (transmitter.TransmitSignal(user, new ToggleSignal()))
|
||||
if (transmitter.TransmitSignal(new ToggleSignal()))
|
||||
{
|
||||
// Since the button doesn't have an animation, I'm going to use a popup message
|
||||
Owner.PopupMessage(user, Loc.GetString("Click."));
|
||||
}
|
||||
else
|
||||
{
|
||||
Owner.PopupMessage(user, Loc.GetString("No receivers connected."));
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
@@ -7,8 +7,11 @@ using Content.Shared.Interfaces.GameObjects.Components;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Interfaces.Map;
|
||||
using Robust.Shared.Interfaces.Serialization;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.MachineLinking
|
||||
{
|
||||
@@ -19,6 +22,8 @@ namespace Content.Server.GameObjects.Components.MachineLinking
|
||||
|
||||
private List<SignalTransmitterComponent> _transmitters;
|
||||
|
||||
private int? _maxTransmitters = default;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
@@ -26,6 +31,11 @@ namespace Content.Server.GameObjects.Components.MachineLinking
|
||||
_transmitters = new List<SignalTransmitterComponent>();
|
||||
}
|
||||
|
||||
public override void ExposeData(ObjectSerializer serializer)
|
||||
{
|
||||
serializer.DataField(this, x=> x._maxTransmitters, "maxTransmitters", null);
|
||||
}
|
||||
|
||||
public void DistributeSignal<T>(T state)
|
||||
{
|
||||
foreach (var comp in Owner.GetAllComponents<ISignalReceiver<T>>())
|
||||
@@ -34,15 +44,18 @@ namespace Content.Server.GameObjects.Components.MachineLinking
|
||||
}
|
||||
}
|
||||
|
||||
public void Subscribe(SignalTransmitterComponent transmitter)
|
||||
public bool Subscribe(SignalTransmitterComponent transmitter)
|
||||
{
|
||||
if (_transmitters.Contains(transmitter))
|
||||
{
|
||||
return;
|
||||
return true;
|
||||
}
|
||||
|
||||
if (_transmitters.Count >= _maxTransmitters) return false;
|
||||
|
||||
transmitter.Subscribe(this);
|
||||
_transmitters.Add(transmitter);
|
||||
return true;
|
||||
}
|
||||
|
||||
public void Unsubscribe(SignalTransmitterComponent transmitter)
|
||||
@@ -51,6 +64,20 @@ namespace Content.Server.GameObjects.Components.MachineLinking
|
||||
_transmitters.Remove(transmitter);
|
||||
}
|
||||
|
||||
public void UnsubscribeAll()
|
||||
{
|
||||
for (var i = _transmitters.Count-1; i >= 0; i--)
|
||||
{
|
||||
var transmitter = _transmitters[i];
|
||||
if (transmitter.Deleted)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
transmitter.Unsubscribe(this);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Subscribes/Unsubscribes a transmitter to this component. Returns whether it was successful.
|
||||
/// </summary>
|
||||
@@ -78,7 +105,11 @@ namespace Content.Server.GameObjects.Components.MachineLinking
|
||||
return false;
|
||||
}
|
||||
|
||||
Subscribe(transmitter);
|
||||
if (!Subscribe(transmitter))
|
||||
{
|
||||
Owner.PopupMessage(user, Loc.GetString("Max Transmitters reached!"));
|
||||
return false;
|
||||
}
|
||||
Owner.PopupMessage(user, Loc.GetString("Linked!"));
|
||||
return true;
|
||||
}
|
||||
@@ -101,15 +132,8 @@ namespace Content.Server.GameObjects.Components.MachineLinking
|
||||
{
|
||||
base.Shutdown();
|
||||
|
||||
foreach (var transmitter in _transmitters)
|
||||
{
|
||||
if (transmitter.Deleted)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
UnsubscribeAll();
|
||||
|
||||
transmitter.Unsubscribe(this);
|
||||
}
|
||||
_transmitters.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Content.Shared.GameObjects.Verbs;
|
||||
using Content.Shared.Interfaces;
|
||||
using Content.Shared.Interfaces.GameObjects.Components;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
@@ -52,7 +53,10 @@ namespace Content.Server.GameObjects.Components.MachineLinking
|
||||
return;
|
||||
}
|
||||
|
||||
transmitter.TransmitSignal(user, _on);
|
||||
if (!transmitter.TransmitSignal(_on))
|
||||
{
|
||||
Owner.PopupMessage(user, Loc.GetString("No receivers connected."));
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateSprite()
|
||||
|
||||
@@ -10,6 +10,7 @@ using Robust.Shared.Interfaces.Map;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Localization;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Utility;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.MachineLinking
|
||||
@@ -87,11 +88,10 @@ namespace Content.Server.GameObjects.Components.MachineLinking
|
||||
}
|
||||
}
|
||||
|
||||
public bool TransmitSignal<T>(IEntity user, T signal)
|
||||
public bool TransmitSignal<T>(T signal)
|
||||
{
|
||||
if (_receivers.Count == 0)
|
||||
{
|
||||
Owner.PopupMessage(user, Loc.GetString("No receivers connected."));
|
||||
return false;
|
||||
}
|
||||
|
||||
@@ -150,8 +150,9 @@ namespace Content.Server.GameObjects.Components.MachineLinking
|
||||
{
|
||||
base.Shutdown();
|
||||
|
||||
foreach (var receiver in _receivers)
|
||||
for (var i = _receivers.Count-1; i >= 0; i++)
|
||||
{
|
||||
var receiver = _receivers[i];
|
||||
if (receiver.Deleted)
|
||||
{
|
||||
continue;
|
||||
@@ -159,6 +160,7 @@ namespace Content.Server.GameObjects.Components.MachineLinking
|
||||
|
||||
receiver.Unsubscribe(this);
|
||||
}
|
||||
|
||||
_receivers.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,68 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using Content.Server.GameObjects.Components.MachineLinking.Signals;
|
||||
using Content.Shared.GameObjects.Components.Conveyor;
|
||||
using Content.Shared.GameObjects.Components.MachineLinking;
|
||||
using Content.Shared.Interfaces;
|
||||
using Content.Shared.Interfaces.GameObjects.Components;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.Localization;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.MachineLinking
|
||||
{
|
||||
[RegisterComponent]
|
||||
[ComponentReference(typeof(IActivate))]
|
||||
public class SignalTwoWayLeverComponent : SignalTransmitterComponent, IInteractHand, IActivate
|
||||
{
|
||||
public override string Name => "TwoWayLever";
|
||||
|
||||
private TwoWayLeverSignal _state = TwoWayLeverSignal.Middle;
|
||||
|
||||
private bool _nextForward = true;
|
||||
|
||||
public TwoWayLeverSignal State
|
||||
{
|
||||
get => _state;
|
||||
private set
|
||||
{
|
||||
_state = value;
|
||||
|
||||
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
|
||||
{
|
||||
appearance.SetData(TwoWayLeverVisuals.State, value);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void NextState(IEntity user)
|
||||
{
|
||||
State = State switch
|
||||
{
|
||||
TwoWayLeverSignal.Left => TwoWayLeverSignal.Middle,
|
||||
TwoWayLeverSignal.Middle => _nextForward ? TwoWayLeverSignal.Right : TwoWayLeverSignal.Left,
|
||||
TwoWayLeverSignal.Right => TwoWayLeverSignal.Middle,
|
||||
_ => TwoWayLeverSignal.Middle
|
||||
};
|
||||
|
||||
if (State == TwoWayLeverSignal.Left || State == TwoWayLeverSignal.Right) _nextForward = !_nextForward;
|
||||
|
||||
if (!TransmitSignal(State))
|
||||
{
|
||||
Owner.PopupMessage(user, Loc.GetString("No receivers connected."));
|
||||
}
|
||||
}
|
||||
|
||||
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
|
||||
{
|
||||
NextState(eventArgs.User);
|
||||
return true;
|
||||
}
|
||||
|
||||
void IActivate.Activate(ActivateEventArgs eventArgs)
|
||||
{
|
||||
NextState(eventArgs.User);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -173,7 +173,7 @@ namespace Content.Server.GameObjects.Components.Recycling
|
||||
if (entity.TryGetComponent(out IPhysicsComponent physics))
|
||||
{
|
||||
var controller = physics.EnsureController<ConveyedController>();
|
||||
controller.Move(direction, frameTime);
|
||||
controller.Move(direction, frameTime, entity.Transform.WorldPosition - Owner.Transform.WorldPosition);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -17,78 +17,4 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public class ConveyorGroup
|
||||
{
|
||||
private readonly HashSet<ConveyorComponent> _conveyors;
|
||||
private readonly HashSet<ConveyorSwitchComponent> _switches;
|
||||
|
||||
public ConveyorGroup()
|
||||
{
|
||||
_conveyors = new HashSet<ConveyorComponent>(0);
|
||||
_switches = new HashSet<ConveyorSwitchComponent>(0);
|
||||
State = ConveyorState.Off;
|
||||
}
|
||||
|
||||
public IReadOnlyCollection<ConveyorComponent> Conveyors => _conveyors;
|
||||
|
||||
public IReadOnlyCollection<ConveyorSwitchComponent> Switches => _switches;
|
||||
|
||||
public ConveyorState State { get; private set; }
|
||||
|
||||
public void AddConveyor(ConveyorComponent conveyor)
|
||||
{
|
||||
_conveyors.Add(conveyor);
|
||||
conveyor.Sync(this);
|
||||
}
|
||||
|
||||
public void RemoveConveyor(ConveyorComponent conveyor)
|
||||
{
|
||||
_conveyors.Remove(conveyor);
|
||||
}
|
||||
|
||||
public void AddSwitch(ConveyorSwitchComponent conveyorSwitch)
|
||||
{
|
||||
_switches.Add(conveyorSwitch);
|
||||
|
||||
if (_switches.Count == 1)
|
||||
{
|
||||
SetState(conveyorSwitch);
|
||||
}
|
||||
|
||||
conveyorSwitch.Sync(this);
|
||||
}
|
||||
|
||||
public void RemoveSwitch(ConveyorSwitchComponent conveyorSwitch)
|
||||
{
|
||||
_switches.Remove(conveyorSwitch);
|
||||
}
|
||||
|
||||
public void SetState(ConveyorSwitchComponent conveyorSwitch)
|
||||
{
|
||||
var state = conveyorSwitch.State;
|
||||
|
||||
if (state == ConveyorState.Loose)
|
||||
{
|
||||
if (_switches.Count > 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
state = ConveyorState.Off;
|
||||
}
|
||||
|
||||
State = state;
|
||||
|
||||
foreach (var conveyor in Conveyors)
|
||||
{
|
||||
conveyor.Sync(this);
|
||||
}
|
||||
|
||||
foreach (var connectedSwitch in _switches)
|
||||
{
|
||||
connectedSwitch.Sync(this);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -12,9 +12,8 @@ namespace Content.Shared.GameObjects.Components.Conveyor
|
||||
[Serializable, NetSerializable]
|
||||
public enum ConveyorState
|
||||
{
|
||||
Off = 0,
|
||||
Off,
|
||||
Forward,
|
||||
Reversed,
|
||||
Loose
|
||||
Reversed
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,19 @@
|
||||
using System;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.MachineLinking
|
||||
{
|
||||
[Serializable, NetSerializable]
|
||||
public enum TwoWayLeverVisuals : byte
|
||||
{
|
||||
State
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public enum TwoWayLeverSignal : byte
|
||||
{
|
||||
Middle,
|
||||
Left,
|
||||
Right
|
||||
}
|
||||
}
|
||||
@@ -1,8 +1,11 @@
|
||||
#nullable enable
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Robust.Shared.GameObjects.Components;
|
||||
using Robust.Shared.Interfaces.Random;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Random;
|
||||
|
||||
namespace Content.Shared.Physics
|
||||
{
|
||||
@@ -10,7 +13,7 @@ namespace Content.Shared.Physics
|
||||
{
|
||||
public override IPhysicsComponent? ControlledComponent { protected get; set; }
|
||||
|
||||
public void Move(Vector2 velocityDirection, float speed)
|
||||
public void Move(Vector2 velocityDirection, float speed, Vector2 itemRelativeToConveyor)
|
||||
{
|
||||
if (ControlledComponent?.Owner.IsWeightless() ?? false)
|
||||
{
|
||||
@@ -23,6 +26,33 @@ namespace Content.Shared.Physics
|
||||
}
|
||||
|
||||
LinearVelocity = velocityDirection * speed;
|
||||
|
||||
//gravitating item towards center
|
||||
//http://csharphelper.com/blog/2016/09/find-the-shortest-distance-between-a-point-and-a-line-segment-in-c/
|
||||
Vector2 centerPoint;
|
||||
|
||||
var t = 0f;
|
||||
if (velocityDirection.Length > 0) //if velocitydirection is 0, this calculation will divide by 0
|
||||
{
|
||||
t = Vector2.Dot(itemRelativeToConveyor, velocityDirection) /
|
||||
Vector2.Dot(velocityDirection, velocityDirection);
|
||||
}
|
||||
|
||||
if (t < 0)
|
||||
{
|
||||
centerPoint = new Vector2();
|
||||
}
|
||||
else if(t > 1)
|
||||
{
|
||||
centerPoint = velocityDirection;
|
||||
}
|
||||
else
|
||||
{
|
||||
centerPoint = velocityDirection * t;
|
||||
}
|
||||
|
||||
var delta = centerPoint - itemRelativeToConveyor;
|
||||
LinearVelocity += delta * (4 * delta.Length);
|
||||
}
|
||||
|
||||
public override void UpdateAfterProcessing()
|
||||
|
||||
@@ -1388,15 +1388,12 @@ entities:
|
||||
type: Robust.Server.GameObjects.Components.Container.Container
|
||||
type: ContainerContainer
|
||||
- uid: 163
|
||||
type: ConveyorSwitch
|
||||
type: TwoWayLever
|
||||
components:
|
||||
- parent: 855
|
||||
pos: -23.467268,-14.347846
|
||||
rot: 3.141592653589793 rad
|
||||
type: Transform
|
||||
- conveyors: []
|
||||
switches: []
|
||||
type: ConveyorSwitch
|
||||
- uid: 164
|
||||
type: DisposalJunctionFlipped
|
||||
components:
|
||||
|
||||
10
Resources/Prototypes/Catalog/LatheRecipes/cargo.yml
Normal file
10
Resources/Prototypes/Catalog/LatheRecipes/cargo.yml
Normal file
@@ -0,0 +1,10 @@
|
||||
- type: latheRecipe
|
||||
id: ConveyorAssembly
|
||||
icon:
|
||||
sprite: Constructible/Power/conveyor.rsi
|
||||
state: conveyor_loose
|
||||
result: ConveyorBeltAssembly
|
||||
completetime: 1000
|
||||
materials:
|
||||
steel: 1000
|
||||
glass: 50
|
||||
@@ -42,6 +42,8 @@
|
||||
requiredPoints: 1000
|
||||
requiredTechnologies:
|
||||
- BasicResearch
|
||||
unlockedRecipes:
|
||||
- ConveyorAssembly
|
||||
|
||||
- type: technology
|
||||
name: material sheet printing
|
||||
|
||||
@@ -102,6 +102,7 @@
|
||||
- CableStack
|
||||
- Crowbar
|
||||
- Multitool
|
||||
- ConveyorAssembly
|
||||
- type: UserInterface
|
||||
interfaces:
|
||||
- key: enum.LatheUiKey.Key
|
||||
|
||||
@@ -0,0 +1,57 @@
|
||||
- type: constructionGraph
|
||||
id: ConveyorGraph
|
||||
start: start
|
||||
graph:
|
||||
- node: start
|
||||
edges:
|
||||
- to: entity
|
||||
steps:
|
||||
- component: ConveyorAssembly
|
||||
icon:
|
||||
sprite: Constructible/Power/conveyor.rsi
|
||||
state: conveyor_loose
|
||||
name: conveyor belt assembly
|
||||
doAfter: 2
|
||||
- node: item
|
||||
entity: ConveyorBeltAssembly
|
||||
actions:
|
||||
- !type:SetAnchor
|
||||
value: false
|
||||
- node: entity
|
||||
entity: ConveyorBelt
|
||||
actions:
|
||||
- !type:SetAnchor
|
||||
value: true
|
||||
- !type:SnapToGrid
|
||||
offset: Center
|
||||
edges:
|
||||
- to: item
|
||||
steps:
|
||||
- tool: Prying
|
||||
doAfter: 3
|
||||
|
||||
- type: constructionGraph
|
||||
id: leverGraph
|
||||
start: start
|
||||
graph:
|
||||
- node: start
|
||||
actions:
|
||||
- !type:SpawnPrototype
|
||||
prototype: SteelSheet1
|
||||
amount: 2
|
||||
- !type:DeleteEntity {}
|
||||
edges:
|
||||
- to: lever
|
||||
completed:
|
||||
- !type:SnapToGrid {}
|
||||
steps:
|
||||
- material: Metal
|
||||
amount: 2
|
||||
doAfter: 1
|
||||
- node: lever
|
||||
entity: TwoWayLever
|
||||
edges:
|
||||
- to: start
|
||||
steps:
|
||||
- tool: Anchoring
|
||||
doAfter: 1
|
||||
@@ -0,0 +1,26 @@
|
||||
- type: construction
|
||||
name: conveyor belt
|
||||
id: conveyorbelt
|
||||
graph: ConveyorGraph
|
||||
startNode: start
|
||||
targetNode: entity
|
||||
category: Structures
|
||||
description: A conveyor belt, commonly used to transport large numbers of items elsewhere quite quickly.
|
||||
objectType: Structure
|
||||
placementMode: SnapgridCenter
|
||||
icon:
|
||||
sprite: Constructible/Power/conveyor.rsi
|
||||
state: conveyor_stopped_cw
|
||||
|
||||
- type: construction
|
||||
name: two-way lever
|
||||
id: twowaylever
|
||||
graph: leverGraph
|
||||
startNode: start
|
||||
targetNode: lever
|
||||
category: Structures
|
||||
description: A lever to control machines. It has 3 modes.
|
||||
objectType: Structure
|
||||
icon:
|
||||
sprite: Constructible/Power/conveyor.rsi
|
||||
state: switch-off
|
||||
@@ -25,7 +25,8 @@
|
||||
sprite: Constructible/Power/conveyor.rsi
|
||||
state: conveyor_started_cw
|
||||
drawdepth: FloorObjects
|
||||
|
||||
- type: SignalReceiver
|
||||
maxTransmitters: 1
|
||||
- type: Conveyor
|
||||
- type: Appearance
|
||||
visuals:
|
||||
@@ -33,26 +34,23 @@
|
||||
state_running: conveyor_started_cw
|
||||
state_stopped: conveyor_stopped_cw
|
||||
state_reversed: conveyor_started_cw_r
|
||||
state_loose: conveyor_loose
|
||||
- type: PowerReceiver
|
||||
- type: Construction
|
||||
graph: ConveyorGraph
|
||||
node: entity
|
||||
|
||||
- type: entity
|
||||
id: ConveyorSwitch
|
||||
name: conveyor switch
|
||||
description: A conveyor control switch.
|
||||
id: ConveyorBeltAssembly
|
||||
parent: BaseItem
|
||||
name: conveyor belt
|
||||
suffix: assembly
|
||||
description: A conveyor belt assembly. Used to construct a conveyor belt.
|
||||
components:
|
||||
- type: Clickable
|
||||
- type: InteractionOutline
|
||||
- type: Sprite
|
||||
netsync: false
|
||||
sprite: Constructible/Power/conveyor.rsi
|
||||
state: switch-off
|
||||
|
||||
- type: ConveyorSwitch
|
||||
- type: Appearance
|
||||
visuals:
|
||||
- type: ConveyorSwitchVisualizer
|
||||
state_forward: switch-fwd
|
||||
state_off: switch-off
|
||||
state_reversed: switch-rev
|
||||
state_loose: switch
|
||||
state: conveyor_loose
|
||||
- type: ConveyorAssembly
|
||||
- type: Construction
|
||||
graph: ConveyorGraph
|
||||
node: item
|
||||
@@ -0,0 +1,21 @@
|
||||
- type: entity
|
||||
id: TwoWayLever
|
||||
name: two way switch
|
||||
description: A two way switch.
|
||||
components:
|
||||
- type: Clickable
|
||||
- type: InteractionOutline
|
||||
- type: Sprite
|
||||
netsync: false
|
||||
sprite: Constructible/Power/conveyor.rsi
|
||||
state: switch-off
|
||||
- type: TwoWayLever
|
||||
- type: Appearance
|
||||
visuals:
|
||||
- type: TwoWayLeverVisualizer
|
||||
state_forward: switch-fwd
|
||||
state_off: switch-off
|
||||
state_reversed: switch-rev
|
||||
- type: Construction
|
||||
graph: leverGraph
|
||||
node: lever
|
||||
Reference in New Issue
Block a user