802 lines
30 KiB
C#
802 lines
30 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Administration.Logs;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Disposal.Tube;
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using Content.Server.Disposal.Tube.Components;
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using Content.Server.Disposal.Unit.Components;
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using Content.Server.Popups;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Atmos;
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using Content.Shared.Database;
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using Content.Shared.Destructible;
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using Content.Shared.Disposal;
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using Content.Shared.Disposal.Components;
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using Content.Shared.DoAfter;
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using Content.Shared.DragDrop;
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using Content.Shared.Emag.Systems;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Item;
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using Content.Shared.Movement.Events;
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using Content.Shared.Popups;
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using Content.Shared.Throwing;
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using Content.Shared.Verbs;
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using Robust.Server.Audio;
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using Robust.Server.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.Disposal.Unit.EntitySystems;
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public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
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{
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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[Dependency] private readonly AtmosphereSystem _atmosSystem = default!;
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[Dependency] private readonly AudioSystem _audioSystem = default!;
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[Dependency] private readonly DisposalTubeSystem _disposalTubeSystem = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly PowerReceiverSystem _power = default!;
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly TransformSystem _transformSystem = default!;
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[Dependency] private readonly UserInterfaceSystem _ui = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DisposalUnitComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<DisposalUnitComponent, PreventCollideEvent>(OnPreventCollide);
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SubscribeLocalEvent<DisposalUnitComponent, CanDropTargetEvent>(OnCanDragDropOn);
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SubscribeLocalEvent<DisposalUnitComponent, GotEmaggedEvent>(OnEmagged);
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// Shouldn't need re-anchoring.
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SubscribeLocalEvent<DisposalUnitComponent, AnchorStateChangedEvent>(OnAnchorChanged);
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// TODO: Predict me when hands predicted
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SubscribeLocalEvent<DisposalUnitComponent, ContainerRelayMovementEntityEvent>(OnMovement);
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SubscribeLocalEvent<DisposalUnitComponent, PowerChangedEvent>(OnPowerChange);
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SubscribeLocalEvent<DisposalUnitComponent, ComponentInit>(OnDisposalInit);
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SubscribeLocalEvent<DisposalUnitComponent, ActivateInWorldEvent>(OnActivate);
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SubscribeLocalEvent<DisposalUnitComponent, AfterInteractUsingEvent>(OnAfterInteractUsing);
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SubscribeLocalEvent<DisposalUnitComponent, DragDropTargetEvent>(OnDragDropOn);
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SubscribeLocalEvent<DisposalUnitComponent, DestructionEventArgs>(OnDestruction);
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SubscribeLocalEvent<DisposalUnitComponent, GetVerbsEvent<InteractionVerb>>(AddInsertVerb);
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SubscribeLocalEvent<DisposalUnitComponent, GetVerbsEvent<AlternativeVerb>>(AddDisposalAltVerbs);
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SubscribeLocalEvent<DisposalUnitComponent, GetVerbsEvent<Verb>>(AddClimbInsideVerb);
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SubscribeLocalEvent<DisposalUnitComponent, DisposalDoAfterEvent>(OnDoAfter);
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SubscribeLocalEvent<DisposalUnitComponent, SharedDisposalUnitComponent.UiButtonPressedMessage>(OnUiButtonPressed);
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}
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private void OnGetState(EntityUid uid, DisposalUnitComponent component, ref ComponentGetState args)
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{
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args.State = new DisposalUnitComponentState(
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component.FlushSound,
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component.State,
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component.NextPressurized,
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component.AutomaticEngageTime,
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component.NextFlush,
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component.Powered,
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component.Engaged,
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GetNetEntityList(component.RecentlyEjected));
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}
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private void AddDisposalAltVerbs(EntityUid uid, SharedDisposalUnitComponent component, GetVerbsEvent<AlternativeVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract)
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return;
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// Behavior for if the disposals bin has items in it
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if (component.Container.ContainedEntities.Count > 0)
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{
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// Verbs to flush the unit
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AlternativeVerb flushVerb = new()
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{
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Act = () => ManualEngage(uid, component),
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Text = Loc.GetString("disposal-flush-verb-get-data-text"),
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/delete_transparent.svg.192dpi.png")),
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Priority = 1,
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};
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args.Verbs.Add(flushVerb);
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// Verb to eject the contents
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AlternativeVerb ejectVerb = new()
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{
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Act = () => TryEjectContents(uid, component),
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Category = VerbCategory.Eject,
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Text = Loc.GetString("disposal-eject-verb-get-data-text")
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};
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args.Verbs.Add(ejectVerb);
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}
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}
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private void AddClimbInsideVerb(EntityUid uid, SharedDisposalUnitComponent component, GetVerbsEvent<Verb> args)
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{
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// This is not an interaction, activation, or alternative verb type because unfortunately most users are
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// unwilling to accept that this is where they belong and don't want to accidentally climb inside.
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if (!args.CanAccess ||
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!args.CanInteract ||
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component.Container.ContainedEntities.Contains(args.User) ||
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!_actionBlockerSystem.CanMove(args.User))
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{
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return;
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}
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if (!CanInsert(uid, component, args.User))
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return;
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// Add verb to climb inside of the unit,
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Verb verb = new()
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{
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Act = () => TryInsert(uid, args.User, args.User),
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DoContactInteraction = true,
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Text = Loc.GetString("disposal-self-insert-verb-get-data-text")
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};
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// TODO VERB ICON
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// TODO VERB CATEGORY
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// create a verb category for "enter"?
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// See also, medical scanner. Also maybe add verbs for entering lockers/body bags?
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args.Verbs.Add(verb);
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}
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private void AddInsertVerb(EntityUid uid, SharedDisposalUnitComponent component, GetVerbsEvent<InteractionVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract || args.Hands == null || args.Using == null)
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return;
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if (!_actionBlockerSystem.CanDrop(args.User))
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return;
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if (!CanInsert(uid, component, args.Using.Value))
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return;
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InteractionVerb insertVerb = new()
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{
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Text = Name(args.Using.Value),
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Category = VerbCategory.Insert,
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Act = () =>
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{
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_handsSystem.TryDropIntoContainer(args.User, args.Using.Value, component.Container, checkActionBlocker: false, args.Hands);
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_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User):player} inserted {ToPrettyString(args.Using.Value)} into {ToPrettyString(uid)}");
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AfterInsert(uid, component, args.Using.Value, args.User);
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}
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};
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args.Verbs.Add(insertVerb);
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}
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private void OnDoAfter(EntityUid uid, SharedDisposalUnitComponent component, DoAfterEvent args)
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{
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if (args.Handled || args.Cancelled || args.Args.Target == null || args.Args.Used == null)
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return;
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AfterInsert(uid, component, args.Args.Target.Value, args.Args.User, doInsert: true);
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args.Handled = true;
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}
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public override void DoInsertDisposalUnit(EntityUid uid, EntityUid toInsert, EntityUid user, SharedDisposalUnitComponent? disposal = null)
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{
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if (!ResolveDisposals(uid, ref disposal))
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return;
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if (!_containerSystem.Insert(toInsert, disposal.Container))
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return;
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_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(user):player} inserted {ToPrettyString(toInsert)} into {ToPrettyString(uid)}");
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AfterInsert(uid, disposal, toInsert, user);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = AllEntityQuery<DisposalUnitComponent, MetaDataComponent>();
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while (query.MoveNext(out var uid, out var unit, out var metadata))
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{
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if (!metadata.EntityPaused)
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Update(uid, unit, metadata, frameTime);
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}
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}
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#region UI Handlers
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private void OnUiButtonPressed(EntityUid uid, SharedDisposalUnitComponent component, SharedDisposalUnitComponent.UiButtonPressedMessage args)
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{
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if (args.Actor is not { Valid: true } player)
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{
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return;
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}
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switch (args.Button)
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{
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case SharedDisposalUnitComponent.UiButton.Eject:
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TryEjectContents(uid, component);
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_adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(player):player} hit eject button on {ToPrettyString(uid)}");
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break;
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case SharedDisposalUnitComponent.UiButton.Engage:
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ToggleEngage(uid, component);
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_adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(player):player} hit flush button on {ToPrettyString(uid)}, it's now {(component.Engaged ? "on" : "off")}");
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break;
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case SharedDisposalUnitComponent.UiButton.Power:
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_power.TogglePower(uid, user: args.Actor);
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break;
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default:
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throw new ArgumentOutOfRangeException($"{ToPrettyString(player):player} attempted to hit a nonexistant button on {ToPrettyString(uid)}");
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}
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}
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public void ToggleEngage(EntityUid uid, SharedDisposalUnitComponent component)
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{
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component.Engaged ^= true;
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if (component.Engaged)
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{
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ManualEngage(uid, component);
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}
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else
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{
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Disengage(uid, component);
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}
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}
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#endregion
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#region Eventbus Handlers
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private void OnActivate(EntityUid uid, SharedDisposalUnitComponent component, ActivateInWorldEvent args)
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{
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if (!TryComp(args.User, out ActorComponent? actor))
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{
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return;
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}
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args.Handled = true;
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_ui.OpenUi(uid, SharedDisposalUnitComponent.DisposalUnitUiKey.Key, actor.PlayerSession);
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}
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private void OnAfterInteractUsing(EntityUid uid, SharedDisposalUnitComponent component, AfterInteractUsingEvent args)
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{
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if (args.Handled || !args.CanReach)
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return;
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if (!HasComp<HandsComponent>(args.User))
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{
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return;
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}
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if (!CanInsert(uid, component, args.Used) || !_handsSystem.TryDropIntoContainer(args.User, args.Used, component.Container))
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{
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return;
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}
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_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User):player} inserted {ToPrettyString(args.Used)} into {ToPrettyString(uid)}");
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AfterInsert(uid, component, args.Used, args.User);
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args.Handled = true;
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}
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private void OnDisposalInit(EntityUid uid, SharedDisposalUnitComponent component, ComponentInit args)
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{
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component.Container = _containerSystem.EnsureContainer<Container>(uid, SharedDisposalUnitComponent.ContainerId);
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UpdateInterface(uid, component, component.Powered);
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}
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private void OnPowerChange(EntityUid uid, SharedDisposalUnitComponent component, ref PowerChangedEvent args)
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{
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if (!component.Running || args.Powered == component.Powered)
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return;
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component.Powered = args.Powered;
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UpdateVisualState(uid, component);
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UpdateInterface(uid, component, args.Powered);
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if (!args.Powered)
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{
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component.NextFlush = null;
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Dirty(uid, component);
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return;
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}
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if (component.Engaged && !TryFlush(uid, component))
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{
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QueueAutomaticEngage(uid, component);
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}
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}
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// TODO: This should just use the same thing as entity storage?
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private void OnMovement(EntityUid uid, SharedDisposalUnitComponent component, ref ContainerRelayMovementEntityEvent args)
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{
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var currentTime = GameTiming.CurTime;
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if (!TryComp(args.Entity, out HandsComponent? hands) ||
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hands.Count == 0 ||
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currentTime < component.LastExitAttempt + ExitAttemptDelay)
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{
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return;
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}
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component.LastExitAttempt = currentTime;
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Remove(uid, component, args.Entity);
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}
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private void OnAnchorChanged(EntityUid uid, SharedDisposalUnitComponent component, ref AnchorStateChangedEvent args)
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{
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if (Terminating(uid))
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return;
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UpdateVisualState(uid, component);
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if (!args.Anchored)
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TryEjectContents(uid, component);
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}
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private void OnDestruction(EntityUid uid, SharedDisposalUnitComponent component, DestructionEventArgs args)
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{
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TryEjectContents(uid, component);
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}
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private void OnDragDropOn(EntityUid uid, SharedDisposalUnitComponent component, ref DragDropTargetEvent args)
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{
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args.Handled = TryInsert(uid, args.Dragged, args.User);
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}
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#endregion
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private void UpdateState(EntityUid uid, DisposalsPressureState state, SharedDisposalUnitComponent component, MetaDataComponent metadata)
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{
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if (component.State == state)
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return;
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component.State = state;
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UpdateVisualState(uid, component);
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UpdateInterface(uid, component, component.Powered);
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Dirty(uid, component, metadata);
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if (state == DisposalsPressureState.Ready)
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{
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component.NextPressurized = TimeSpan.Zero;
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// Manually engaged
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if (component.Engaged)
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{
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component.NextFlush = GameTiming.CurTime + component.ManualFlushTime;
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}
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else if (component.Container.ContainedEntities.Count > 0)
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{
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component.NextFlush = GameTiming.CurTime + component.AutomaticEngageTime;
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}
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else
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{
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component.NextFlush = null;
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}
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}
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}
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/// <summary>
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/// Work out if we can stop updating this disposals component i.e. full pressure and nothing colliding.
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/// </summary>
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private void Update(EntityUid uid, SharedDisposalUnitComponent component, MetaDataComponent metadata, float frameTime)
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{
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var state = GetState(uid, component, metadata);
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// Pressurizing, just check if we need a state update.
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if (component.NextPressurized > GameTiming.CurTime)
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{
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UpdateState(uid, state, component, metadata);
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return;
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}
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if (component.NextFlush != null)
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{
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if (component.NextFlush.Value < GameTiming.CurTime)
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{
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TryFlush(uid, component);
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}
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}
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UpdateState(uid, state, component, metadata);
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Box2? disposalsBounds = null;
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var count = component.RecentlyEjected.Count;
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if (count > 0)
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{
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if (!HasComp<PhysicsComponent>(uid))
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{
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component.RecentlyEjected.Clear();
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}
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else
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{
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disposalsBounds = _lookup.GetWorldAABB(uid);
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}
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}
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for (var i = 0; i < component.RecentlyEjected.Count; i++)
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{
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var ejectedId = component.RecentlyEjected[i];
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if (HasComp<PhysicsComponent>(ejectedId))
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{
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// TODO: We need to use a specific collision method (which sloth hasn't coded yet) for actual bounds overlaps.
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// TODO: Come do this sloth :^)
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// Check for itemcomp as we won't just block the disposal unit "sleeping" for something it can't collide with anyway.
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if (!HasComp<ItemComponent>(ejectedId)
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&& _lookup.GetWorldAABB(ejectedId).Intersects(disposalsBounds!.Value))
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{
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continue;
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}
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component.RecentlyEjected.RemoveAt(i);
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i--;
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}
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}
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if (count != component.RecentlyEjected.Count)
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Dirty(uid, component, metadata);
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}
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public bool TryInsert(EntityUid unitId, EntityUid toInsertId, EntityUid? userId, DisposalUnitComponent? unit = null)
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{
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if (!Resolve(unitId, ref unit))
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return false;
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if (userId.HasValue && !HasComp<HandsComponent>(userId) && toInsertId != userId) // Mobs like mouse can Jump inside even with no hands
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{
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_popupSystem.PopupEntity(Loc.GetString("disposal-unit-no-hands"), userId.Value, userId.Value, PopupType.SmallCaution);
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return false;
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}
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if (!CanInsert(unitId, unit, toInsertId))
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return false;
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bool insertingSelf = userId == toInsertId;
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var delay = insertingSelf ? unit.EntryDelay : unit.DraggedEntryDelay;
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if (userId != null && !insertingSelf)
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_popupSystem.PopupEntity(Loc.GetString("disposal-unit-being-inserted", ("user", Identity.Entity((EntityUid) userId, EntityManager))), toInsertId, toInsertId, PopupType.Large);
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if (delay <= 0 || userId == null)
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{
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AfterInsert(unitId, unit, toInsertId, userId, doInsert: true);
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return true;
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}
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// Can't check if our target AND disposals moves currently so we'll just check target.
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// if you really want to check if disposals moves then add a predicate.
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var doAfterArgs = new DoAfterArgs(EntityManager, userId.Value, delay, new DisposalDoAfterEvent(), unitId, target: toInsertId, used: unitId)
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{
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BreakOnDamage = true,
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BreakOnMove = true,
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NeedHand = false
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};
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_doAfterSystem.TryStartDoAfter(doAfterArgs);
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return true;
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}
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public bool TryFlush(EntityUid uid, SharedDisposalUnitComponent component)
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{
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if (!CanFlush(uid, component))
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{
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return false;
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}
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if (component.NextFlush != null)
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component.NextFlush = component.NextFlush.Value + component.AutomaticEngageTime;
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var beforeFlushArgs = new BeforeDisposalFlushEvent();
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RaiseLocalEvent(uid, beforeFlushArgs);
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if (beforeFlushArgs.Cancelled)
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{
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Disengage(uid, component);
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|
return false;
|
|
}
|
|
|
|
var xform = Transform(uid);
|
|
if (!TryComp(xform.GridUid, out MapGridComponent? grid))
|
|
return false;
|
|
|
|
var coords = xform.Coordinates;
|
|
var entry = grid.GetLocal(coords)
|
|
.FirstOrDefault(HasComp<DisposalEntryComponent>);
|
|
|
|
if (entry == default || component is not DisposalUnitComponent sDisposals)
|
|
{
|
|
component.Engaged = false;
|
|
Dirty(uid, component);
|
|
return false;
|
|
}
|
|
|
|
HandleAir(uid, sDisposals, xform);
|
|
|
|
_disposalTubeSystem.TryInsert(entry, sDisposals, beforeFlushArgs.Tags);
|
|
|
|
component.NextPressurized = GameTiming.CurTime;
|
|
if (!component.DisablePressure)
|
|
component.NextPressurized += TimeSpan.FromSeconds(1f / PressurePerSecond);
|
|
|
|
component.Engaged = false;
|
|
// stop queuing NOW
|
|
component.NextFlush = null;
|
|
|
|
UpdateVisualState(uid, component, true);
|
|
UpdateInterface(uid, component, component.Powered);
|
|
|
|
Dirty(uid, component);
|
|
|
|
return true;
|
|
}
|
|
|
|
private void HandleAir(EntityUid uid, DisposalUnitComponent component, TransformComponent xform)
|
|
{
|
|
var air = component.Air;
|
|
var indices = _transformSystem.GetGridTilePositionOrDefault((uid, xform));
|
|
|
|
if (_atmosSystem.GetTileMixture(xform.GridUid, xform.MapUid, indices, true) is { Temperature: > 0f } environment)
|
|
{
|
|
var transferMoles = 0.1f * (0.25f * Atmospherics.OneAtmosphere * 1.01f - air.Pressure) * air.Volume / (environment.Temperature * Atmospherics.R);
|
|
|
|
component.Air = environment.Remove(transferMoles);
|
|
}
|
|
}
|
|
|
|
public void UpdateInterface(EntityUid uid, SharedDisposalUnitComponent component, bool powered)
|
|
{
|
|
var compState = GetState(uid, component);
|
|
var stateString = Loc.GetString($"disposal-unit-state-{compState}");
|
|
var state = new SharedDisposalUnitComponent.DisposalUnitBoundUserInterfaceState(Name(uid), stateString, EstimatedFullPressure(uid, component), powered, component.Engaged);
|
|
_ui.SetUiState(uid, SharedDisposalUnitComponent.DisposalUnitUiKey.Key, state);
|
|
|
|
var stateUpdatedEvent = new DisposalUnitUIStateUpdatedEvent(state);
|
|
RaiseLocalEvent(uid, stateUpdatedEvent);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the estimated time when the disposal unit will be back to full pressure.
|
|
/// </summary>
|
|
private TimeSpan EstimatedFullPressure(EntityUid uid, SharedDisposalUnitComponent component)
|
|
{
|
|
if (component.NextPressurized < GameTiming.CurTime)
|
|
return TimeSpan.Zero;
|
|
|
|
return component.NextPressurized;
|
|
}
|
|
|
|
public void UpdateVisualState(EntityUid uid, SharedDisposalUnitComponent component, bool flush = false)
|
|
{
|
|
if (!TryComp(uid, out AppearanceComponent? appearance))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!Transform(uid).Anchored)
|
|
{
|
|
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.VisualState, SharedDisposalUnitComponent.VisualState.UnAnchored, appearance);
|
|
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.Handle, SharedDisposalUnitComponent.HandleState.Normal, appearance);
|
|
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.Light, SharedDisposalUnitComponent.LightStates.Off, appearance);
|
|
return;
|
|
}
|
|
|
|
var state = GetState(uid, component);
|
|
|
|
switch (state)
|
|
{
|
|
case DisposalsPressureState.Flushed:
|
|
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.VisualState, SharedDisposalUnitComponent.VisualState.OverlayFlushing, appearance);
|
|
break;
|
|
case DisposalsPressureState.Pressurizing:
|
|
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.VisualState, SharedDisposalUnitComponent.VisualState.OverlayCharging, appearance);
|
|
break;
|
|
case DisposalsPressureState.Ready:
|
|
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.VisualState, SharedDisposalUnitComponent.VisualState.Anchored, appearance);
|
|
break;
|
|
}
|
|
|
|
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.Handle, component.Engaged
|
|
? SharedDisposalUnitComponent.HandleState.Engaged
|
|
: SharedDisposalUnitComponent.HandleState.Normal, appearance);
|
|
|
|
if (!component.Powered)
|
|
{
|
|
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.Light, SharedDisposalUnitComponent.LightStates.Off, appearance);
|
|
return;
|
|
}
|
|
|
|
var lightState = SharedDisposalUnitComponent.LightStates.Off;
|
|
|
|
if (component.Container.ContainedEntities.Count > 0)
|
|
{
|
|
lightState |= SharedDisposalUnitComponent.LightStates.Full;
|
|
}
|
|
|
|
if (state is DisposalsPressureState.Pressurizing or DisposalsPressureState.Flushed)
|
|
{
|
|
lightState |= SharedDisposalUnitComponent.LightStates.Charging;
|
|
}
|
|
else
|
|
{
|
|
lightState |= SharedDisposalUnitComponent.LightStates.Ready;
|
|
}
|
|
|
|
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.Light, lightState, appearance);
|
|
}
|
|
|
|
public void Remove(EntityUid uid, SharedDisposalUnitComponent component, EntityUid toRemove)
|
|
{
|
|
_containerSystem.Remove(toRemove, component.Container);
|
|
|
|
if (component.Container.ContainedEntities.Count == 0)
|
|
{
|
|
// If not manually engaged then reset the flushing entirely.
|
|
if (!component.Engaged)
|
|
{
|
|
component.NextFlush = null;
|
|
}
|
|
}
|
|
|
|
if (!component.RecentlyEjected.Contains(toRemove))
|
|
component.RecentlyEjected.Add(toRemove);
|
|
|
|
UpdateVisualState(uid, component);
|
|
Dirty(uid, component);
|
|
}
|
|
|
|
public bool CanFlush(EntityUid unit, SharedDisposalUnitComponent component)
|
|
{
|
|
return GetState(unit, component) == DisposalsPressureState.Ready
|
|
&& component.Powered
|
|
&& Comp<TransformComponent>(unit).Anchored;
|
|
}
|
|
|
|
public void ManualEngage(EntityUid uid, SharedDisposalUnitComponent component, MetaDataComponent? metadata = null)
|
|
{
|
|
component.Engaged = true;
|
|
UpdateVisualState(uid, component);
|
|
UpdateInterface(uid, component, component.Powered);
|
|
Dirty(uid, component);
|
|
|
|
if (!CanFlush(uid, component))
|
|
return;
|
|
|
|
if (!Resolve(uid, ref metadata))
|
|
return;
|
|
|
|
var pauseTime = Metadata.GetPauseTime(uid, metadata);
|
|
var nextEngage = GameTiming.CurTime - pauseTime + component.ManualFlushTime;
|
|
component.NextFlush = TimeSpan.FromSeconds(Math.Min((component.NextFlush ?? TimeSpan.MaxValue).TotalSeconds, nextEngage.TotalSeconds));
|
|
}
|
|
|
|
public void Disengage(EntityUid uid, SharedDisposalUnitComponent component)
|
|
{
|
|
component.Engaged = false;
|
|
|
|
if (component.Container.ContainedEntities.Count == 0)
|
|
{
|
|
component.NextFlush = null;
|
|
}
|
|
|
|
UpdateVisualState(uid, component);
|
|
UpdateInterface(uid, component, component.Powered);
|
|
Dirty(uid, component);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove all entities currently in the disposal unit.
|
|
/// </summary>
|
|
public void TryEjectContents(EntityUid uid, SharedDisposalUnitComponent component)
|
|
{
|
|
foreach (var entity in component.Container.ContainedEntities.ToArray())
|
|
{
|
|
Remove(uid, component, entity);
|
|
}
|
|
|
|
if (!component.Engaged)
|
|
{
|
|
component.NextFlush = null;
|
|
Dirty(uid, component);
|
|
}
|
|
}
|
|
|
|
public override bool HasDisposals(EntityUid? uid)
|
|
{
|
|
return HasComp<DisposalUnitComponent>(uid);
|
|
}
|
|
|
|
public override bool ResolveDisposals(EntityUid uid, [NotNullWhen(true)] ref SharedDisposalUnitComponent? component)
|
|
{
|
|
if (component != null)
|
|
return true;
|
|
|
|
TryComp<DisposalUnitComponent>(uid, out var storage);
|
|
component = storage;
|
|
return component != null;
|
|
}
|
|
|
|
public override bool CanInsert(EntityUid uid, SharedDisposalUnitComponent component, EntityUid entity)
|
|
{
|
|
if (!base.CanInsert(uid, component, entity))
|
|
return false;
|
|
|
|
return _containerSystem.CanInsert(entity, component.Container);
|
|
}
|
|
|
|
/// <summary>
|
|
/// If something is inserted (or the likes) then we'll queue up an automatic flush in the future.
|
|
/// </summary>
|
|
public void QueueAutomaticEngage(EntityUid uid, SharedDisposalUnitComponent component, MetaDataComponent? metadata = null)
|
|
{
|
|
if (component.Deleted || !component.AutomaticEngage || !component.Powered && component.Container.ContainedEntities.Count == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var pauseTime = Metadata.GetPauseTime(uid, metadata);
|
|
var automaticTime = GameTiming.CurTime + component.AutomaticEngageTime - pauseTime;
|
|
var flushTime = TimeSpan.FromSeconds(Math.Min((component.NextFlush ?? TimeSpan.MaxValue).TotalSeconds, automaticTime.TotalSeconds));
|
|
|
|
component.NextFlush = flushTime;
|
|
Dirty(uid, component);
|
|
}
|
|
|
|
public void AfterInsert(EntityUid uid, SharedDisposalUnitComponent component, EntityUid inserted, EntityUid? user = null, bool doInsert = false)
|
|
{
|
|
_audioSystem.PlayPvs(component.InsertSound, uid);
|
|
|
|
if (doInsert && !_containerSystem.Insert(inserted, component.Container))
|
|
return;
|
|
|
|
if (user != inserted && user != null)
|
|
_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(user.Value):player} inserted {ToPrettyString(inserted)} into {ToPrettyString(uid)}");
|
|
|
|
QueueAutomaticEngage(uid, component);
|
|
|
|
_ui.CloseUi(uid, SharedDisposalUnitComponent.DisposalUnitUiKey.Key, inserted);
|
|
|
|
// Maybe do pullable instead? Eh still fine.
|
|
Joints.RecursiveClearJoints(inserted);
|
|
UpdateVisualState(uid, component);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sent before the disposal unit flushes it's contents.
|
|
/// Allows adding tags for sorting and preventing the disposal unit from flushing.
|
|
/// </summary>
|
|
public sealed class DisposalUnitUIStateUpdatedEvent : EntityEventArgs
|
|
{
|
|
public SharedDisposalUnitComponent.DisposalUnitBoundUserInterfaceState State;
|
|
|
|
public DisposalUnitUIStateUpdatedEvent(SharedDisposalUnitComponent.DisposalUnitBoundUserInterfaceState state)
|
|
{
|
|
State = state;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sent before the disposal unit flushes it's contents.
|
|
/// Allows adding tags for sorting and preventing the disposal unit from flushing.
|
|
/// </summary>
|
|
public sealed class BeforeDisposalFlushEvent : CancellableEntityEventArgs
|
|
{
|
|
public readonly List<string> Tags = new();
|
|
}
|