Files
tbd-station-14/Content.Server/Conveyor/ConveyorComponent.cs
Vera Aguilera Puerto a2b737d945 Atmos pipe rework (#3833)
* Initial

* Cleanup a bunch of things

* some changes dunno

* RequireAnchored

* a

* stuff

* more work

* Lots of progress

* delete pipe visualizer

* a

* b

* pipenet and pipenode cleanup

* Fixes

* Adds GasValve

* Adds GasMiner

* Fix stuff, maybe?

* More fixes

* Ignored components on the client

* Adds thermomachine behavior, change a bunch of stuff

* Remove Anchored

* some work, but it's shitcode

* significantly more ECS

* ECS AtmosDevices

* Cleanup

* fix appearance

* when the pipe direction is sus

* Gas tanks and canisters

* pipe anchoring and stuff

* coding is my passion

* Unsafe pipes take longer to unanchor

* turns out we're no longer using eris canisters

* Gas canister inserted tank appearance, improvements

* Work on a bunch of appearances

* Scrubber appearance

* Reorganize AtmosphereSystem.Piping into a bunch of different systems

* Appearance for vent/scrubber/pump turns off when leaving atmosphere

* ThermoMachine appearance

* Cleanup gas tanks

* Remove passive gate unused imports

* remove old canister UI functionality

* PipeNode environment air, make everything use AssumeAir instead of merging manually

* a

* Reorganize atmos to follow new structure

* ?????

* Canister UI, restructure client

* Restructure shared

* Fix build tho

* listen, at least the canister UI works entirely...

* fix build : )

* Atmos device prototypes have names and descriptions

* gas canister ui slider doesn't jitter

* trinary prototypes

* sprite for miners

* ignore components

* fix YAML

* Fix port system doing useless thing

* Fix build

* fix thinking moment

* fix build again because

* canister direction

* pipenode is a word

* GasTank Air will throw on invalid states

* fix build....

* Unhardcode volume pump thresholds

* Volume pump and filter take time into account

* Rename Join/Leave atmosphere events to AtmosDeviceEnabled/Disabled Event

* Gas tank node volume is set by initial mixtuer

* I love node container
2021-06-19 13:25:05 +02:00

171 lines
4.8 KiB
C#

#nullable enable
using Content.Server.Items;
using Content.Server.MachineLinking.Components;
using Content.Server.Power.Components;
using Content.Shared.Conveyor;
using Content.Shared.MachineLinking;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.Conveyor
{
[RegisterComponent]
public class ConveyorComponent : Component, ISignalReceiver<TwoWayLeverSignal>, ISignalReceiver<bool>
{
public override string Name => "Conveyor";
[ViewVariables] private bool Powered => !Owner.TryGetComponent(out PowerReceiverComponent? receiver) || receiver.Powered;
/// <summary>
/// The angle to move entities by in relation to the owner's rotation.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("angle")]
private Angle _angle = Angle.Zero;
public float Speed => _speed;
/// <summary>
/// The amount of units to move the entity by per second.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("speed")]
private float _speed = 2f;
private ConveyorState _state;
/// <summary>
/// The current state of this conveyor
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
private ConveyorState State
{
get => _state;
set
{
_state = value;
UpdateAppearance();
}
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case PowerChangedMessage powerChanged:
OnPowerChanged(powerChanged);
break;
}
}
private void OnPowerChanged(PowerChangedMessage e)
{
UpdateAppearance();
}
private void UpdateAppearance()
{
if (Owner.TryGetComponent<AppearanceComponent>(out var appearance))
{
if (Powered)
{
appearance.SetData(ConveyorVisuals.State, _state);
}
else
{
appearance.SetData(ConveyorVisuals.State, ConveyorState.Off);
}
}
}
/// <summary>
/// Calculates the angle in which entities on top of this conveyor
/// belt are pushed in
/// </summary>
/// <returns>
/// The angle when taking into account if the conveyor is reversed
/// </returns>
public Angle GetAngle()
{
var adjustment = _state == ConveyorState.Reversed ? MathHelper.Pi : 0;
var radians = MathHelper.DegreesToRadians(_angle);
return new Angle(Owner.Transform.LocalRotation.Theta + radians + adjustment);
}
public bool CanRun()
{
if (State == ConveyorState.Off)
{
return false;
}
if (Owner.TryGetComponent(out PowerReceiverComponent? receiver) &&
!receiver.Powered)
{
return false;
}
if (Owner.HasComponent<ItemComponent>())
{
return false;
}
return true;
}
public bool CanMove(IEntity entity)
{
// TODO We should only check status InAir or Static or MapGrid or /mayber/ container
if (entity == Owner)
{
return false;
}
if (!entity.TryGetComponent(out IPhysBody? physics) ||
physics.BodyType == BodyType.Static)
{
return false;
}
if (entity.HasComponent<ConveyorComponent>())
{
return false;
}
if (entity.HasComponent<IMapGridComponent>())
{
return false;
}
if (entity.IsInContainer())
{
return false;
}
return true;
}
public void TriggerSignal(TwoWayLeverSignal signal)
{
State = signal switch
{
TwoWayLeverSignal.Left => ConveyorState.Reversed,
TwoWayLeverSignal.Middle => ConveyorState.Off,
TwoWayLeverSignal.Right => ConveyorState.Forward,
_ => ConveyorState.Off
};
}
public void TriggerSignal(bool signal)
{
State = signal ? ConveyorState.Forward : ConveyorState.Off;
}
}
}