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to test with * Add summaries to DisposalUnit fields * Add sideDegrees yaml property to disposal junctions * Fix outdated usings * Add conveyor resources * Update RobustToolbox * More merge fixes Add conveyor collision masks * Add ConveyorComponent * Fix crash when reentering a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:
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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 Content.Server.Interfaces.GameObjects.Components.Interaction;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Disposal;
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using Content.Shared.Interfaces;
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using Robust.Server.Console;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.Container;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Components.Transform;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Maths;
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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.Disposal
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{
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// TODO: Make unanchored pipes pullable
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public abstract class DisposalTubeComponent : Component, IDisposalTubeComponent, IBreakAct
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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private static readonly TimeSpan ClangDelay = TimeSpan.FromSeconds(0.5);
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private TimeSpan _lastClang;
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private bool _connected;
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private bool _broken;
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private string _clangSound;
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/// <summary>
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/// Container of entities that are currently inside this tube
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/// </summary>
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[ViewVariables]
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public Container Contents { get; private set; }
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/// <summary>
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/// Dictionary of tubes connecting to this one mapped by their direction
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/// </summary>
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[ViewVariables]
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protected Dictionary<Direction, IDisposalTubeComponent> Connected { get; } =
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new Dictionary<Direction, IDisposalTubeComponent>();
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[ViewVariables]
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private bool Anchored =>
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!Owner.TryGetComponent(out CollidableComponent collidable) ||
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collidable.Anchored;
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/// <summary>
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/// The directions that this tube can connect to others from
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/// </summary>
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/// <returns>a new array of the directions</returns>
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protected abstract Direction[] ConnectableDirections();
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public abstract Direction NextDirection(DisposalHolderComponent holder);
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public virtual Vector2 ExitVector(DisposalHolderComponent holder)
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{
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return NextDirection(holder).ToVec();
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}
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public IDisposalTubeComponent NextTube(DisposalHolderComponent holder)
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{
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var nextDirection = NextDirection(holder);
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return Connected.GetValueOrDefault(nextDirection);
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}
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public bool Remove(DisposalHolderComponent holder)
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{
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var removed = Contents.Remove(holder.Owner);
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holder.ExitDisposals();
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return removed;
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}
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public bool TransferTo(DisposalHolderComponent holder, IDisposalTubeComponent to)
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{
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var position = holder.Owner.Transform.LocalPosition;
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if (!to.Contents.Insert(holder.Owner))
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{
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return false;
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}
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holder.Owner.Transform.LocalPosition = position;
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Contents.Remove(holder.Owner);
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holder.EnterTube(to);
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return true;
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}
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// TODO: Make disposal pipes extend the grid
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private void Connect()
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{
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if (_connected || _broken)
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{
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return;
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}
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_connected = true;
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var snapGrid = Owner.GetComponent<SnapGridComponent>();
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foreach (var direction in ConnectableDirections())
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{
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var tube = snapGrid
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.GetInDir(direction)
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.Select(x => x.TryGetComponent(out IDisposalTubeComponent c) ? c : null)
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.FirstOrDefault(x => x != null && x != this);
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if (tube == null)
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{
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continue;
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}
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var oppositeDirection = new Angle(direction.ToAngle().Theta + Math.PI).GetDir();
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if (!tube.AdjacentConnected(oppositeDirection, this))
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{
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continue;
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}
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Connected.Add(direction, tube);
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}
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}
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public bool AdjacentConnected(Direction direction, IDisposalTubeComponent tube)
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{
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if (_broken)
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{
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return false;
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}
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if (Connected.ContainsKey(direction) ||
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!ConnectableDirections().Contains(direction))
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{
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return false;
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}
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Connected.Add(direction, tube);
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return true;
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}
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private void Disconnect()
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{
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if (!_connected)
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{
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return;
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}
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_connected = false;
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foreach (var entity in Contents.ContainedEntities)
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{
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if (!entity.TryGetComponent(out DisposalHolderComponent holder))
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{
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continue;
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}
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holder.ExitDisposals();
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}
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foreach (var connected in Connected.Values)
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{
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connected.AdjacentDisconnected(this);
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}
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Connected.Clear();
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}
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public void AdjacentDisconnected(IDisposalTubeComponent adjacent)
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{
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foreach (var pair in Connected)
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{
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foreach (var entity in Contents.ContainedEntities)
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{
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if (!entity.TryGetComponent(out DisposalHolderComponent holder))
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{
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continue;
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}
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if (holder.PreviousTube == adjacent)
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{
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holder.PreviousTube = null;
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}
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if (holder.NextTube == adjacent)
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{
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holder.NextTube = null;
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}
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}
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if (pair.Value == adjacent)
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{
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Connected.Remove(pair.Key);
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}
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}
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}
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public void MoveEvent(MoveEvent moveEvent)
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{
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if (!_connected)
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{
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return;
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}
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foreach (var tube in Connected.Values)
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{
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var distance = (tube.Owner.Transform.WorldPosition - Owner.Transform.WorldPosition).Length;
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// Disconnect distance threshold
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if (distance < 1.25)
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{
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continue;
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}
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AdjacentDisconnected(tube);
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tube.AdjacentDisconnected(this);
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}
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}
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public void PopupDirections(IEntity entity)
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{
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var directions = string.Join(", ", ConnectableDirections());
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Owner.PopupMessage(entity, Loc.GetString("{0}", directions));
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}
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private void UpdateVisualState()
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{
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if (!Owner.TryGetComponent(out AppearanceComponent appearance))
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{
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return;
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}
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var state = _broken
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? DisposalTubeVisualState.Broken
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: Anchored
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? DisposalTubeVisualState.Anchored
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: DisposalTubeVisualState.Free;
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appearance.SetData(DisposalTubeVisuals.VisualState, state);
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}
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private void AnchoredChanged()
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{
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if (!Owner.TryGetComponent(out CollidableComponent collidable))
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{
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return;
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}
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if (collidable.Anchored)
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{
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OnAnchor();
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}
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else
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{
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OnUnAnchor();
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}
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}
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private void OnAnchor()
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{
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Connect();
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UpdateVisualState();
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}
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private void OnUnAnchor()
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{
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Disconnect();
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UpdateVisualState();
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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.DataField(ref _clangSound, "clangSound", "/Audio/effects/clang.ogg");
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}
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public override void Initialize()
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{
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base.Initialize();
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Contents = ContainerManagerComponent.Ensure<Container>(Name, Owner);
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Owner.EnsureComponent<AnchorableComponent>();
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var collidable = Owner.EnsureComponent<CollidableComponent>();
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collidable.AnchoredChanged += AnchoredChanged;
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}
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protected override void Startup()
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{
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base.Startup();
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if (!Owner.GetComponent<CollidableComponent>().Anchored)
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{
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return;
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}
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Connect();
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UpdateVisualState();
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}
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public override void OnRemove()
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{
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base.OnRemove();
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var collidable = Owner.EnsureComponent<CollidableComponent>();
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collidable.AnchoredChanged -= AnchoredChanged;
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Disconnect();
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}
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public override void HandleMessage(ComponentMessage message, IComponent component)
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{
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base.HandleMessage(message, component);
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switch (message)
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{
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case RelayMovementEntityMessage _:
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if (_gameTiming.CurTime < _lastClang + ClangDelay)
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{
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break;
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}
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_lastClang = _gameTiming.CurTime;
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EntitySystem.Get<AudioSystem>().PlayAtCoords(_clangSound, Owner.Transform.GridPosition);
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break;
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}
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}
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void IBreakAct.OnBreak(BreakageEventArgs eventArgs)
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{
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_broken = true; // TODO: Repair
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Disconnect();
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UpdateVisualState();
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}
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[Verb]
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private sealed class TubeDirectionsVerb : Verb<IDisposalTubeComponent>
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{
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protected override void GetData(IEntity user, IDisposalTubeComponent component, VerbData data)
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{
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data.Text = "Tube Directions";
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data.CategoryData = VerbCategories.Debug;
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data.Visibility = VerbVisibility.Invisible;
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var groupController = IoCManager.Resolve<IConGroupController>();
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if (user.TryGetComponent<IActorComponent>(out var player))
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{
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if (groupController.CanCommand(player.playerSession, "tubeconnections"))
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{
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data.Visibility = VerbVisibility.Visible;
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}
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}
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}
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protected override void Activate(IEntity user, IDisposalTubeComponent component)
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{
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var groupController = IoCManager.Resolve<IConGroupController>();
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if (user.TryGetComponent<IActorComponent>(out var player))
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{
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if (groupController.CanCommand(player.playerSession, "tubeconnections"))
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{
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component.PopupDirections(user);
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}
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}
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}
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}
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}
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}
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Reference in New Issue
Block a user