Disposals fixed under station rotation (#5067)

* Some sanity checks on disposals movement, fix the interpolator

* Technically fix disposal routing, but I'm not done here yet

* Remove disposals reliance on implicit direction sensing entirely.
This commit is contained in:
20kdc
2021-10-29 09:07:32 +01:00
committed by GitHub
parent 01d62baa64
commit 7cdb9dcf86
8 changed files with 64 additions and 55 deletions

View File

@@ -5,6 +5,8 @@ using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Localization;
using Robust.Shared.Player;
using Robust.Shared.Timing;
@@ -14,6 +16,7 @@ namespace Content.Server.Disposal.Tube
public sealed class DisposalTubeSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
public override void Initialize()
{
@@ -77,5 +80,36 @@ namespace Content.Server.Disposal.Tube
{
component.AnchoredChanged();
}
public IDisposalTubeComponent? NextTubeFor(EntityUid target, Direction nextDirection, IDisposalTubeComponent? targetTube = null)
{
if (!Resolve(target, ref targetTube))
return null;
var oppositeDirection = nextDirection.GetOpposite();
var grid = _mapManager.GetGrid(targetTube.Owner.Transform.GridID);
var position = targetTube.Owner.Transform.Coordinates;
foreach (var entity in grid.GetInDir(position, nextDirection))
{
if (!EntityManager.TryGetComponent(entity, out IDisposalTubeComponent? tube))
{
continue;
}
if (!tube.CanConnect(oppositeDirection, targetTube))
{
continue;
}
if (!targetTube.CanConnect(nextDirection, tube))
{
continue;
}
return tube;
}
return null;
}
}
}