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* Fix outdated usings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:
DrSmugleaf
2020-07-30 23:45:28 +02:00
committed by GitHub
parent 2ba86c6476
commit bda5ce655f
140 changed files with 19810 additions and 12029 deletions

View File

@@ -1,4 +1,5 @@
using System.Collections.Generic;
using System.Linq;
using Content.Client.Interfaces.GameObjects.Components.Interaction;
using Content.Client.State;
using Content.Shared.GameObjects;
@@ -55,7 +56,7 @@ namespace Content.Client.GameObjects.EntitySystems
// entity performing the drag action
private IEntity _dragger;
private IEntity _draggedEntity;
private IClientDraggable _draggable;
private readonly List<IClientDraggable> _draggables = new List<IClientDraggable>();
private IEntity _dragShadow;
private DragState _state;
// time since mouse down over the dragged entity
@@ -146,10 +147,10 @@ namespace Content.Client.GameObjects.EntitySystems
if (_interactionSystem.InRangeUnobstructed(dragger.Transform.MapPosition,
entity.Transform.MapPosition, ignoredEnt: dragger) == false)
{
{
return false;
}
return false;
}
var canDrag = false;
foreach (var draggable in entity.GetAllComponents<IClientDraggable>())
{
var dragEventArgs = new CanDragEventArgs(args.Session.AttachedEntity, entity);
@@ -158,7 +159,7 @@ namespace Content.Client.GameObjects.EntitySystems
// wait to initiate a drag
_dragger = dragger;
_draggedEntity = entity;
_draggable = draggable;
_draggables.Add(draggable);
_mouseDownTime = 0;
_state = DragState.MouseDown;
_mouseDownScreenPos = _inputManager.MouseScreenPosition;
@@ -166,9 +167,11 @@ namespace Content.Client.GameObjects.EntitySystems
// but we will save the event so we can "re-play" it if this drag does
// not turn into an actual drag so the click can be handled normally
_savedMouseDown = args;
return true;
canDrag = true;
}
}
return canDrag;
}
return false;
@@ -193,19 +196,21 @@ namespace Content.Client.GameObjects.EntitySystems
// We don't use args.EntityUid here because drag interactions generally should
// work even if there's something "on top" of the drop target
if (_interactionSystem.InRangeUnobstructed(_dragger.Transform.MapPosition,
args.Coordinates.ToMap(_mapManager), ignoredEnt: _dragger) == false)
args.Coordinates.ToMap(_mapManager), ignoredEnt: _dragger, ignoreInsideBlocker: true) == false)
{
{
CancelDrag(false, null);
return false;
}
CancelDrag(false, null);
return false;
}
var entities = GameScreenBase.GetEntitiesUnderPosition(_stateManager, args.Coordinates);
foreach (var entity in entities)
{
// check if it's able to be dropped on by current dragged entity
if (_draggable.ClientCanDropOn(new CanDropEventArgs(_dragger, _draggedEntity, entity)))
var canDropArgs = new CanDropEventArgs(_dragger, _draggedEntity, entity);
var anyValidDraggable = _draggables.Any(draggable => draggable.ClientCanDropOn(canDropArgs));
if (anyValidDraggable)
{
// tell the server about the drop attempt
RaiseNetworkEvent(new DragDropMessage(args.Coordinates, _draggedEntity.Uid,
@@ -279,7 +284,10 @@ namespace Content.Client.GameObjects.EntitySystems
if (inRangeSprite.Visible == false) continue;
// check if it's able to be dropped on by current dragged entity
if (_draggable.ClientCanDropOn(new CanDropEventArgs(_dragger, _draggedEntity, pvsEntity)))
var canDropArgs = new CanDropEventArgs(_dragger, _draggedEntity, pvsEntity);
var anyValidDraggable = _draggables.Any(draggable => draggable.ClientCanDropOn(canDropArgs));
if (anyValidDraggable)
{
// highlight depending on whether its in or out of range
var inRange = _interactionSystem.InRangeUnobstructed(_dragger.Transform.MapPosition,
@@ -320,7 +328,7 @@ namespace Content.Client.GameObjects.EntitySystems
_dragShadow = null;
_draggedEntity = null;
_draggable = null;
_draggables.Clear();
_dragger = null;
_state = DragState.NotDragging;