using Content.Server.Storage.Components; using Content.Shared.Inventory; using Robust.Shared.Map; using Robust.Shared.Physics.Components; using Robust.Shared.Timing; namespace Content.Shared.Storage.EntitySystems; /// /// /// public sealed class MagnetPickupSystem : EntitySystem { [Dependency] private readonly IGameTiming _timing = default!; [Dependency] private readonly EntityLookupSystem _lookup = default!; [Dependency] private readonly InventorySystem _inventory = default!; [Dependency] private readonly SharedTransformSystem _transform = default!; [Dependency] private readonly SharedStorageSystem _storage = default!; private static readonly TimeSpan ScanDelay = TimeSpan.FromSeconds(1); private EntityQuery _physicsQuery; public override void Initialize() { base.Initialize(); _physicsQuery = GetEntityQuery(); SubscribeLocalEvent(OnMagnetMapInit); SubscribeLocalEvent(OnMagnetUnpaused); } private void OnMagnetUnpaused(EntityUid uid, MagnetPickupComponent component, ref EntityUnpausedEvent args) { component.NextScan += args.PausedTime; } private void OnMagnetMapInit(EntityUid uid, MagnetPickupComponent component, MapInitEvent args) { component.NextScan = _timing.CurTime; } public override void Update(float frameTime) { base.Update(frameTime); var query = EntityQueryEnumerator(); var currentTime = _timing.CurTime; while (query.MoveNext(out var uid, out var comp, out var storage, out var xform, out var meta)) { if (comp.NextScan > currentTime) continue; comp.NextScan += ScanDelay; if (!_inventory.TryGetContainingSlot((uid, xform, meta), out var slotDef)) continue; if ((slotDef.SlotFlags & comp.SlotFlags) == 0x0) continue; // No space if (!_storage.HasSpace((uid, storage))) continue; var parentUid = xform.ParentUid; var playedSound = false; var finalCoords = xform.Coordinates; var moverCoords = _transform.GetMoverCoordinates(uid, xform); foreach (var near in _lookup.GetEntitiesInRange(uid, comp.Range, LookupFlags.Dynamic | LookupFlags.Sundries)) { if (storage.Whitelist?.IsValid(near, EntityManager) == false) continue; if (!_physicsQuery.TryGetComponent(near, out var physics) || physics.BodyStatus != BodyStatus.OnGround) continue; if (near == parentUid) continue; // TODO: Probably move this to storage somewhere when it gets cleaned up // TODO: This sucks but you need to fix a lot of stuff to make it better // the problem is that stack pickups delete the original entity, which is fine, but due to // game state handling we can't show a lerp animation for it. var nearXform = Transform(near); var nearMap = nearXform.MapPosition; var nearCoords = EntityCoordinates.FromMap(moverCoords.EntityId, nearMap, _transform, EntityManager); if (!_storage.Insert(uid, near, out var stacked, storageComp: storage, playSound: !playedSound)) continue; // Play pickup animation for either the stack entity or the original entity. if (stacked != null) _storage.PlayPickupAnimation(stacked.Value, nearCoords, finalCoords, nearXform.LocalRotation); else _storage.PlayPickupAnimation(near, nearCoords, finalCoords, nearXform.LocalRotation); playedSound = true; } } } }