Add the trash man (#1367)
* Add disposal.rsi * Rename disposal resource to disposal.rsi and create basic components * Add disposal nets * Add pushing entities along the disposal network * Add disposal unit * Unregister disposable component * Add flush and selfinsert verbs to disposal unit * Add gradual disposals movement * Fix being able to walk through space for a while after exiting disposals * Multiply disposals speed by 10 And fix early returns when moving an entity * Rename Disposable component to InDisposals * Remove DisposalNet and add on anchor events * Remove anchored events, moved to interfaces * Code cleanup * Fix adjacent tubes' connections when a tube connects * Fix jittery movement in disposals * Remove Logger.Debug call * Move disposals updates to InDisposalsComponent * Fix adjacent connection valid directions check * Disposal tubes now throw you out where they are facing * Add disposal unit exit cooldown * Set different disposal pipe sprite state depending on anchored value * Add recycler * Add recycler animation * Add bloody texture to the recycler when grinding a living being * Add PowerDevice component to the disposal unit * Made the Recycler center on the grid * Add disposal junction * Add picking a random direction if junction is entered from the output side * Add disposal flush and clang sounds Taken from VGStation * Move disposal flush and clang sound file names to exposedata * Add disposalsmap.yml to test with * Add summaries to DisposalUnit fields * Add sideDegrees yaml property to disposal junctions * Fix outdated usings * Add conveyor resources * Update RobustToolbox * More merge fixes Add conveyor collision masks * Add ConveyorComponent * Fix crash when reentering a body * Merge branch 'master' into disposals-1147 * Reduce recycler bounds, set hard to false, add summary and expose "safe" to yaml * Move IAnchored and IUnAnchored to AnchorableComponent * Update power components and remove old disposals map * Remove redundant sprite layers * Add tile pry command * Fix tilepry command * Fix DisposalJunctionComponent missing a component reference * Add anchor by radius command * Add Y-Junctions * Add disposal bend * Add unanchor command * Change DisposalJunction prototypes to specify their angles * Fix disposal units being hidden below the floor * Removed IAnhored and IUnAnchored interfaces * Replace CanBeNull annotation with nullable reference types * Update showwires command * Add recycler recycling items * Added angle and speed properties to ConveyorComponent * Fix conveyort textures * Add animation to the disposal unit * Fix anchor and unanchor commands sometimes not finding any entities * Fix not reading flush_time from disposal unit prototype * Fix merge conflict wrong using * Fix disposal, recycling and conveyor texture paths Delete diverters * Update visualizer names * Add DisposableComponent, change drag and drop to work with multiple components Ignoreinsideblocker client side for drag and drops, like on the server Add more comments * Add conveyor belts properly moving entities on top * Anchorr wires * Change conveyor bounds to 0.49 * Anchor catwalks, airlocks, gravity generators, low walls, wires and windows * Add starting/stopping conveyors * Add reversed conveyors * Add conveyor switches * Move InDisposalsComponent code to DisposableComponent * Add ExitVector method to tubes * Fix not updating tube references when disconnecting one * Replace IoCManager call with dependency * Add tubes disconnecting if they move too far apart from one another * Move disposals action blocking to shared * Add rotating and flipping pipes * Make conveyor intersection calculations approximate * Fix 1% chance of the server crashing when initializing the map Happens when emergency lockers remove themselves * Add disposal unit interface * Make disposal units refuse items if not powered * Make disposal tubes hide only when anchored * Make disposal junction arrows visible to mere mortals * Add disposal tubes breaking * Add tubeconnections command * Add missing verb attribute * Add flipped disposal junction * Add ids and linking to conveyors and switches * Add conveyor switch prying and placing * Add anchoring conveyor switches and refactor placing them * Add missing serializable attributes from DisposableComponentState * Make conveyor speed VV ReadWrite * Change drawdepth of conveyors to FloorObjects * Make conveyor anchored check consistent * Remove anchoring interaction from switches * Add conveyor switch id syncing and move switches slightly when pried * Make entities in containers not able to be moved by conveyors * Add conveyor and switches loose textures * Merge conflict fixes * Add disposal unit test * Add flushing test to disposal unit test * Add disposal unit flush fail test * Add disposals to the saltern map * Fix saltern disposal junctions * Add power checks to the recycler * Fix disposal unit placement in maintenance closet * Remove disposal junctions from saltern * Readd junctions to saltern * Add the chemmaster to saltern at the request of Ike * Move the chemistry disposal unit * Fix casing of disposal flush sound * More merge conflict fixes * Fix a compiler warning. * Remove popup invocation from buckle * Remove showPopup parameter from InteractionChecks * Remove unnecessary physics components Fixes the physics system dying * Replace PhysicsComponent usages with CollidableComponent * Update existing code for the new controller system * Change conveyors to use a VirtualController instead of teleporting the entity * Remove visualizer 2d suffix and update physics code * Transition code to new controller system * Fix shuttles not moving * Fix throwing * Fix guns * Change hands to use physics.Stop() and remove item fumble method * Add syncing conveyor switches states * Fix the recycler wanting to be a conveyor too hard * Fix showwires > showsubfloor rename in mapping command * Fix wifi air conveyors * Fix test error * Add showsubfloorforever command Changes drawdepth of the relevant entities * Disable opening the disposal unit interface while inside * Add closing the disposal unit interface when getting inside * Add closing the interface when the disposal unit component is removed * Add removing entities on disposal unit component removal * Delay disposal unit flush and fix serialization * Implement pressure in disposal units * Fix chain engaging a disposal unit * Implement states to the disposal unit * Fix missing imports from merge conflict * Update Content.Server/GameObjects/Components/Conveyor/ConveyorComponent.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address some reviews * Fix za buildo * Use container helper to detach disposables * Make conveyors use the construction system * Make conveyor groups and syncing sane * Make flip flip brave * Add activate interface to conveyor switches * Fix not removing the switch from its group when it's deleted * Fix not registering conveyors and switches on initialize * Stop using 0 as null * Disconnect conveyors and switches when disposing of a group * Make disposal units not able to be exited when flushing * Make disposal units flush after a configurable 30 seconds * Add handle and light layers to the disposal unit * Merge engaging and flushing * Update saltern.yml * I love using 0 as null * Make disposal unit visual layers make sense * Remove duplicate remove method in disposal units and update light * Replace DisposableComponent with disposal holders * Fix disposal holders deleting their contents on deletion * Account for disposal unit pressure in tests and make a failed flush autoengage * Rename disposable to holder * Fix junction connections * Disable self insert and flush verbs when inside a disposal unit * Fix spamming the engage button making the animation reset * Make the recycler take materials into account properly Fix cablestack1 not existing * Merge conflict fixes * Fix pipes not being saved anchored * Change conveyors and groups to not use an id Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
This commit is contained in:
@@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using System.Linq;
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using Content.Client.Interfaces.GameObjects.Components.Interaction;
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using Content.Client.State;
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using Content.Shared.GameObjects;
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@@ -55,7 +56,7 @@ namespace Content.Client.GameObjects.EntitySystems
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// entity performing the drag action
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private IEntity _dragger;
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private IEntity _draggedEntity;
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private IClientDraggable _draggable;
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private readonly List<IClientDraggable> _draggables = new List<IClientDraggable>();
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private IEntity _dragShadow;
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private DragState _state;
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// time since mouse down over the dragged entity
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@@ -146,10 +147,10 @@ namespace Content.Client.GameObjects.EntitySystems
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if (_interactionSystem.InRangeUnobstructed(dragger.Transform.MapPosition,
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entity.Transform.MapPosition, ignoredEnt: dragger) == false)
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{
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{
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return false;
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}
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return false;
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}
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var canDrag = false;
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foreach (var draggable in entity.GetAllComponents<IClientDraggable>())
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{
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var dragEventArgs = new CanDragEventArgs(args.Session.AttachedEntity, entity);
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@@ -158,7 +159,7 @@ namespace Content.Client.GameObjects.EntitySystems
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// wait to initiate a drag
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_dragger = dragger;
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_draggedEntity = entity;
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_draggable = draggable;
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_draggables.Add(draggable);
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_mouseDownTime = 0;
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_state = DragState.MouseDown;
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_mouseDownScreenPos = _inputManager.MouseScreenPosition;
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@@ -166,9 +167,11 @@ namespace Content.Client.GameObjects.EntitySystems
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// but we will save the event so we can "re-play" it if this drag does
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// not turn into an actual drag so the click can be handled normally
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_savedMouseDown = args;
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return true;
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canDrag = true;
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}
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}
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return canDrag;
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}
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return false;
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@@ -193,19 +196,21 @@ namespace Content.Client.GameObjects.EntitySystems
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// We don't use args.EntityUid here because drag interactions generally should
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// work even if there's something "on top" of the drop target
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if (_interactionSystem.InRangeUnobstructed(_dragger.Transform.MapPosition,
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args.Coordinates.ToMap(_mapManager), ignoredEnt: _dragger) == false)
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args.Coordinates.ToMap(_mapManager), ignoredEnt: _dragger, ignoreInsideBlocker: true) == false)
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{
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{
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CancelDrag(false, null);
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return false;
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}
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CancelDrag(false, null);
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return false;
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}
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var entities = GameScreenBase.GetEntitiesUnderPosition(_stateManager, args.Coordinates);
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foreach (var entity in entities)
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{
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// check if it's able to be dropped on by current dragged entity
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if (_draggable.ClientCanDropOn(new CanDropEventArgs(_dragger, _draggedEntity, entity)))
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var canDropArgs = new CanDropEventArgs(_dragger, _draggedEntity, entity);
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var anyValidDraggable = _draggables.Any(draggable => draggable.ClientCanDropOn(canDropArgs));
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if (anyValidDraggable)
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{
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// tell the server about the drop attempt
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RaiseNetworkEvent(new DragDropMessage(args.Coordinates, _draggedEntity.Uid,
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@@ -279,7 +284,10 @@ namespace Content.Client.GameObjects.EntitySystems
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if (inRangeSprite.Visible == false) continue;
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// check if it's able to be dropped on by current dragged entity
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if (_draggable.ClientCanDropOn(new CanDropEventArgs(_dragger, _draggedEntity, pvsEntity)))
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var canDropArgs = new CanDropEventArgs(_dragger, _draggedEntity, pvsEntity);
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var anyValidDraggable = _draggables.Any(draggable => draggable.ClientCanDropOn(canDropArgs));
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if (anyValidDraggable)
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{
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// highlight depending on whether its in or out of range
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var inRange = _interactionSystem.InRangeUnobstructed(_dragger.Transform.MapPosition,
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@@ -320,7 +328,7 @@ namespace Content.Client.GameObjects.EntitySystems
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_dragShadow = null;
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_draggedEntity = null;
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_draggable = null;
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_draggables.Clear();
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_dragger = null;
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_state = DragState.NotDragging;
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