machine linking refactor to ecs (#4323)
* started work * some more work, ui working (somewhat) * stuff * reorganization * some more reorg * conveyors * conveyors working * finalized (dis)connection added linkattempt added feedback text work on conveyors * removed command add rangecheck * fixed inrange check * handling * ui no longer kanser, ship it * adresses reviews * reformats file * reformats file Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
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51
Content.Server/Conveyor/ConveyorSystem.cs
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51
Content.Server/Conveyor/ConveyorSystem.cs
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using Content.Server.MachineLinking.Events;
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using Content.Server.MachineLinking.Models;
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using Content.Server.Stunnable.Components;
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using Content.Shared.MachineLinking;
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using Content.Shared.Notification.Managers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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namespace Content.Server.Conveyor
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{
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public class ConveyorSystem : EntitySystem
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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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SubscribeLocalEvent<ConveyorComponent, SignalReceivedEvent>(OnSignalReceived);
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SubscribeLocalEvent<ConveyorComponent, PortDisconnectedEvent>(OnPortDisconnected);
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SubscribeLocalEvent<ConveyorComponent, LinkAttemptEvent>(OnLinkAttempt);
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}
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private void OnLinkAttempt(EntityUid uid, ConveyorComponent component, LinkAttemptEvent args)
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{
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if (args.TransmitterComponent.Outputs.GetPort(args.TransmitterPort).Signal is TwoWayLeverSignal signal &&
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signal != TwoWayLeverSignal.Middle)
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{
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args.Cancel();
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if (args.Attemptee.TryGetComponent<StunnableComponent>(out var stunnableComponent))
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{
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stunnableComponent.Paralyze(2);
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component.Owner.PopupMessage(args.Attemptee, Loc.GetString("conveyor-component-failed-link"));
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}
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}
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}
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private void OnPortDisconnected(EntityUid uid, ConveyorComponent component, PortDisconnectedEvent args)
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{
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component.SetState(TwoWayLeverSignal.Middle);
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}
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private void OnSignalReceived(EntityUid uid, ConveyorComponent component, SignalReceivedEvent args)
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{
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switch (args.Port)
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{
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case "state":
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component.SetState((TwoWayLeverSignal) args.Value!);
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break;
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}
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}
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}
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}
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