Add ore bag area pickups (#19358)
This commit is contained in:
105
Content.Shared/Storage/EntitySystems/MagnetPickupSystem.cs
Normal file
105
Content.Shared/Storage/EntitySystems/MagnetPickupSystem.cs
Normal file
@@ -0,0 +1,105 @@
|
||||
using Content.Server.Storage.Components;
|
||||
using Content.Shared.Hands;
|
||||
using Content.Shared.Inventory;
|
||||
using Content.Shared.Stacks;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Physics.Components;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
namespace Content.Shared.Storage.EntitySystems;
|
||||
|
||||
/// <summary>
|
||||
/// <see cref="MagnetPickupComponent"/>
|
||||
/// </summary>
|
||||
public sealed class MagnetPickupSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly IGameTiming _timing = default!;
|
||||
[Dependency] private readonly EntityLookupSystem _lookup = default!;
|
||||
[Dependency] private readonly InventorySystem _inventory = default!;
|
||||
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
||||
[Dependency] private readonly SharedStorageSystem _storage = default!;
|
||||
|
||||
private static readonly TimeSpan ScanDelay = TimeSpan.FromSeconds(1);
|
||||
|
||||
private EntityQuery<PhysicsComponent> _physicsQuery;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
_physicsQuery = GetEntityQuery<PhysicsComponent>();
|
||||
SubscribeLocalEvent<MagnetPickupComponent, MapInitEvent>(OnMagnetMapInit);
|
||||
SubscribeLocalEvent<MagnetPickupComponent, EntityUnpausedEvent>(OnMagnetUnpaused);
|
||||
}
|
||||
|
||||
private void OnMagnetUnpaused(EntityUid uid, MagnetPickupComponent component, ref EntityUnpausedEvent args)
|
||||
{
|
||||
component.NextScan += args.PausedTime;
|
||||
}
|
||||
|
||||
private void OnMagnetMapInit(EntityUid uid, MagnetPickupComponent component, MapInitEvent args)
|
||||
{
|
||||
component.NextScan = _timing.CurTime;
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
var query = EntityQueryEnumerator<MagnetPickupComponent, StorageComponent, TransformComponent>();
|
||||
var currentTime = _timing.CurTime;
|
||||
|
||||
while (query.MoveNext(out var uid, out var comp, out var storage, out var xform))
|
||||
{
|
||||
if (comp.NextScan < currentTime)
|
||||
continue;
|
||||
|
||||
comp.NextScan += ScanDelay;
|
||||
|
||||
// No space
|
||||
if (storage.StorageUsed >= storage.StorageCapacityMax)
|
||||
continue;
|
||||
|
||||
if (!_inventory.TryGetContainingSlot(uid, out var slotDef))
|
||||
continue;
|
||||
|
||||
if ((slotDef.SlotFlags & comp.SlotFlags) == 0x0)
|
||||
continue;
|
||||
|
||||
var parentUid = xform.ParentUid;
|
||||
var playedSound = false;
|
||||
var finalCoords = xform.Coordinates;
|
||||
var moverCoords = _transform.GetMoverCoordinates(uid, xform);
|
||||
|
||||
foreach (var near in _lookup.GetEntitiesInRange(uid, comp.Range, LookupFlags.Dynamic | LookupFlags.Sundries))
|
||||
{
|
||||
if (comp.Whitelist?.IsValid(near, EntityManager) == false)
|
||||
continue;
|
||||
|
||||
if (!_physicsQuery.TryGetComponent(near, out var physics) || physics.BodyStatus != BodyStatus.OnGround)
|
||||
continue;
|
||||
|
||||
if (near == parentUid)
|
||||
continue;
|
||||
|
||||
// TODO: Probably move this to storage somewhere when it gets cleaned up
|
||||
// TODO: This sucks but you need to fix a lot of stuff to make it better
|
||||
// the problem is that stack pickups delete the original entity, which is fine, but due to
|
||||
// game state handling we can't show a lerp animation for it.
|
||||
var nearXform = Transform(near);
|
||||
var nearMap = nearXform.MapPosition;
|
||||
var nearCoords = EntityCoordinates.FromMap(moverCoords.EntityId, nearMap, _transform, EntityManager);
|
||||
|
||||
if (!_storage.Insert(uid, near, out var stacked, storageComp: storage, playSound: !playedSound))
|
||||
continue;
|
||||
|
||||
// Play pickup animation for either the stack entity or the original entity.
|
||||
if (stacked != null)
|
||||
_storage.PlayPickupAnimation(stacked.Value, nearCoords, finalCoords, nearXform.LocalRotation);
|
||||
else
|
||||
_storage.PlayPickupAnimation(near, nearCoords, finalCoords, nearXform.LocalRotation);
|
||||
|
||||
playedSound = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user