* Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
731 lines
21 KiB
C#
731 lines
21 KiB
C#
#nullable enable
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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 System.Threading;
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using System.Threading.Tasks;
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using Content.Server.Atmos;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.GameObjects.EntitySystems.DoAfter;
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using Content.Server.Interfaces;
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using Content.Server.Interfaces.GameObjects.Components.Items;
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using Content.Server.Utility;
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using Content.Shared.Atmos;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Disposal;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Content.Shared.GameObjects.Verbs;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Physics;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Timing;
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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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[RegisterComponent]
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[ComponentReference(typeof(SharedDisposalUnitComponent))]
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[ComponentReference(typeof(IActivate))]
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[ComponentReference(typeof(IInteractUsing))]
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public class DisposalUnitComponent : SharedDisposalUnitComponent, IInteractHand, IActivate, IInteractUsing, IThrowCollide, IGasMixtureHolder
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public override string Name => "DisposalUnit";
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/// <summary>
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/// The delay for an entity trying to move out of this unit.
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/// </summary>
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private static readonly TimeSpan ExitAttemptDelay = TimeSpan.FromSeconds(0.5);
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/// <summary>
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/// Last time that an entity tried to exit this disposal unit.
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/// </summary>
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[ViewVariables]
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private TimeSpan _lastExitAttempt;
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/// <summary>
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/// The current pressure of this disposal unit.
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/// Prevents it from flushing if it is not equal to or bigger than 1.
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/// </summary>
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[ViewVariables]
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[DataField("pressure")]
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private float _pressure;
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private bool _engaged;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("autoEngageTime")]
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private readonly TimeSpan _automaticEngageTime = TimeSpan.FromSeconds(30);
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("flushDelay")]
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private readonly TimeSpan _flushDelay = TimeSpan.FromSeconds(3);
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/// <summary>
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/// Delay from trying to enter disposals ourselves.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("entryDelay")]
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private float _entryDelay = 0.5f;
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/// <summary>
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/// Delay from trying to shove someone else into disposals.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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private float _draggedEntryDelay;
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/// <summary>
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/// Token used to cancel the automatic engage of a disposal unit
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/// after an entity enters it.
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/// </summary>
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private CancellationTokenSource? _automaticEngageToken;
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/// <summary>
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/// Container of entities inside this disposal unit.
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/// </summary>
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[ViewVariables]
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private Container _container = default!;
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[ViewVariables] public IReadOnlyList<IEntity> ContainedEntities => _container.ContainedEntities;
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[ViewVariables]
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public bool Powered =>
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!Owner.TryGetComponent(out PowerReceiverComponent? receiver) ||
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receiver.Powered;
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[ViewVariables]
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private PressureState State => _pressure >= 1 ? PressureState.Ready : PressureState.Pressurizing;
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[ViewVariables(VVAccess.ReadWrite)]
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private bool Engaged
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{
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get => _engaged;
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set
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{
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var oldEngaged = _engaged;
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_engaged = value;
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if (oldEngaged == value)
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{
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return;
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}
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UpdateVisualState();
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}
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}
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[ViewVariables] private BoundUserInterface? UserInterface => Owner.GetUIOrNull(DisposalUnitUiKey.Key);
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private DisposalUnitBoundUserInterfaceState? _lastUiState;
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/// <summary>
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/// Store the translated state.
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/// </summary>
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private (PressureState State, string Localized) _locState;
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[DataField("air")]
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public GasMixture Air { get; set; } = new GasMixture(Atmospherics.CellVolume);
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public override bool CanInsert(IEntity entity)
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{
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if (!base.CanInsert(entity))
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return false;
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if (!entity.TryGetComponent(out IPhysBody? physics) ||
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!physics.CanCollide)
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{
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if (entity.TryGetComponent(out IMobStateComponent? state) && state.IsDead())
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{
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return false;
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}
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}
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if (!entity.HasComponent<ItemComponent>() &&
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!entity.HasComponent<IBody>())
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{
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return false;
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}
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return _container.CanInsert(entity);
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}
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private void TryQueueEngage()
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{
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if (!Powered && ContainedEntities.Count == 0)
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{
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return;
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}
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_automaticEngageToken = new CancellationTokenSource();
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Owner.SpawnTimer(_automaticEngageTime, () =>
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{
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if (!TryFlush())
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{
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TryQueueEngage();
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}
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}, _automaticEngageToken.Token);
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}
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private void AfterInsert(IEntity entity)
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{
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TryQueueEngage();
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if (entity.TryGetComponent(out IActorComponent? actor))
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{
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UserInterface?.Close(actor.playerSession);
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}
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UpdateVisualState();
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}
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public async Task<bool> TryInsert(IEntity entity, IEntity? user = default)
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{
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if (!CanInsert(entity))
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return false;
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var delay = user == entity ? _entryDelay : _draggedEntryDelay;
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if (user != null && delay > 0.0f)
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{
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var doAfterSystem = EntitySystem.Get<DoAfterSystem>();
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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 DoAfterEventArgs(user, delay, default, entity)
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{
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BreakOnDamage = true,
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BreakOnStun = true,
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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NeedHand = false,
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};
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var result = await doAfterSystem.DoAfter(doAfterArgs);
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if (result == DoAfterStatus.Cancelled)
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return false;
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}
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if (!_container.Insert(entity))
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return false;
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AfterInsert(entity);
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return true;
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}
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private bool TryDrop(IEntity user, IEntity entity)
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{
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if (!user.TryGetComponent(out HandsComponent? hands))
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{
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return false;
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}
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if (!CanInsert(entity) || !hands.Drop(entity, _container))
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{
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return false;
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}
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AfterInsert(entity);
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return true;
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}
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private void Remove(IEntity entity)
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{
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_container.Remove(entity);
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if (ContainedEntities.Count == 0)
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{
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_automaticEngageToken?.Cancel();
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_automaticEngageToken = null;
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}
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UpdateVisualState();
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}
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private bool CanFlush()
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{
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return _pressure >= 1 && Powered && Anchored;
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}
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private void ToggleEngage()
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{
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Engaged ^= true;
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if (Engaged && CanFlush())
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{
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Owner.SpawnTimer(_flushDelay, () => TryFlush());
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}
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}
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public bool TryFlush()
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{
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if (!CanFlush())
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{
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return false;
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}
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var snapGrid = Owner.GetComponent<SnapGridComponent>();
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var entry = snapGrid
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.GetLocal()
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.FirstOrDefault(entity => entity.HasComponent<DisposalEntryComponent>());
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if (entry == null)
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{
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return false;
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}
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var entryComponent = entry.GetComponent<DisposalEntryComponent>();
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if (Owner.Transform.Coordinates.TryGetTileAtmosphere(out var tileAtmos) &&
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tileAtmos.Air != null &&
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tileAtmos.Air.Temperature > 0)
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{
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var tileAir = tileAtmos.Air;
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var transferMoles = 0.1f * (0.05f * Atmospherics.OneAtmosphere * 1.01f - Air.Pressure) * Air.Volume / (tileAir.Temperature * Atmospherics.R);
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Air = tileAir.Remove(transferMoles);
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var atmosSystem = EntitySystem.Get<AtmosphereSystem>();
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atmosSystem
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.GetGridAtmosphere(Owner.Transform.GridID)?
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.Invalidate(tileAtmos.GridIndices);
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}
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entryComponent.TryInsert(this);
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_automaticEngageToken?.Cancel();
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_automaticEngageToken = null;
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_pressure = 0;
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Engaged = false;
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UpdateVisualState(true);
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UpdateInterface();
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return true;
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}
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private void TryEjectContents()
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{
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foreach (var entity in _container.ContainedEntities.ToArray())
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{
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Remove(entity);
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}
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}
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private void TogglePower()
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{
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if (!Owner.TryGetComponent(out PowerReceiverComponent? receiver))
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{
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return;
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}
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receiver.PowerDisabled = !receiver.PowerDisabled;
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UpdateInterface();
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}
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private DisposalUnitBoundUserInterfaceState GetInterfaceState()
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{
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string stateString;
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if (_locState.State != State)
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{
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stateString = Loc.GetString($"{State}");
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_locState = (State, stateString);
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}
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else
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{
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stateString = _locState.Localized;
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}
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return new DisposalUnitBoundUserInterfaceState(Owner.Name, stateString, _pressure, Powered, Engaged);
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}
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private void UpdateInterface()
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{
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var state = GetInterfaceState();
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if (_lastUiState != null && _lastUiState.Equals(state))
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{
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return;
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}
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_lastUiState = state;
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UserInterface?.SetState(state);
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}
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private bool PlayerCanUse(IEntity? player)
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{
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if (player == null)
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{
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return false;
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}
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if (!ActionBlockerSystem.CanInteract(player) ||
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!ActionBlockerSystem.CanUse(player))
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{
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return false;
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}
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return true;
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}
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private void OnUiReceiveMessage(ServerBoundUserInterfaceMessage obj)
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{
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if (obj.Session.AttachedEntity == null)
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{
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return;
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}
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if (!PlayerCanUse(obj.Session.AttachedEntity))
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{
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return;
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}
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if (obj.Message is not UiButtonPressedMessage message)
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{
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return;
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}
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switch (message.Button)
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{
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case UiButton.Eject:
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TryEjectContents();
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break;
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case UiButton.Engage:
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ToggleEngage();
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break;
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case UiButton.Power:
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TogglePower();
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EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Machines/machine_switch.ogg", Owner, AudioParams.Default.WithVolume(-2f));
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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private void UpdateVisualState()
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{
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UpdateVisualState(false);
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}
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private void UpdateVisualState(bool flush)
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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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if (!Anchored)
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{
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appearance.SetData(Visuals.VisualState, VisualState.UnAnchored);
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appearance.SetData(Visuals.Handle, HandleState.Normal);
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appearance.SetData(Visuals.Light, LightState.Off);
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return;
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}
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else if (_pressure < 1)
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{
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appearance.SetData(Visuals.VisualState, VisualState.Charging);
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}
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else
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{
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appearance.SetData(Visuals.VisualState, VisualState.Anchored);
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}
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appearance.SetData(Visuals.Handle, Engaged
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? HandleState.Engaged
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: HandleState.Normal);
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if (!Powered)
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{
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appearance.SetData(Visuals.Light, LightState.Off);
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return;
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}
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if (flush)
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{
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appearance.SetData(Visuals.VisualState, VisualState.Flushing);
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appearance.SetData(Visuals.Light, LightState.Off);
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return;
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}
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if (ContainedEntities.Count > 0)
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{
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appearance.SetData(Visuals.Light, LightState.Full);
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return;
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}
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appearance.SetData(Visuals.Light, _pressure < 1
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? LightState.Charging
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: LightState.Ready);
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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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if (!Powered)
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{
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return;
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}
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var oldPressure = _pressure;
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_pressure = _pressure + frameTime > 1
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? 1
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: _pressure + 0.05f * frameTime;
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if (oldPressure < 1 && _pressure >= 1)
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{
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UpdateVisualState();
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if (Engaged)
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{
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TryFlush();
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}
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}
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UpdateInterface();
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}
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private void PowerStateChanged(PowerChangedMessage args)
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{
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if (!args.Powered)
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{
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_automaticEngageToken?.Cancel();
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_automaticEngageToken = null;
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}
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UpdateVisualState();
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if (Engaged && !TryFlush())
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{
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TryQueueEngage();
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}
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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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_container = ContainerHelpers.EnsureContainer<Container>(Owner, Name);
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if (UserInterface != null)
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{
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UserInterface.OnReceiveMessage += OnUiReceiveMessage;
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}
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UpdateInterface();
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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.HasComponent<AnchorableComponent>())
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{
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Logger.WarningS("VitalComponentMissing", $"Disposal unit {Owner.Uid} is missing an anchorable component");
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}
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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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foreach (var entity in _container.ContainedEntities.ToArray())
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{
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_container.ForceRemove(entity);
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}
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UserInterface?.CloseAll();
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_automaticEngageToken?.Cancel();
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_automaticEngageToken = null;
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_container = null!;
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base.OnRemove();
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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 msg:
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if (!msg.Entity.TryGetComponent(out HandsComponent? hands) ||
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hands.Count == 0 ||
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_gameTiming.CurTime < _lastExitAttempt + ExitAttemptDelay)
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{
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|
break;
|
|
}
|
|
|
|
_lastExitAttempt = _gameTiming.CurTime;
|
|
Remove(msg.Entity);
|
|
break;
|
|
|
|
case AnchoredChangedMessage:
|
|
UpdateVisualState();
|
|
break;
|
|
|
|
case PowerChangedMessage powerChanged:
|
|
PowerStateChanged(powerChanged);
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool IsValidInteraction(ITargetedInteractEventArgs eventArgs)
|
|
{
|
|
if (!ActionBlockerSystem.CanInteract(eventArgs.User))
|
|
{
|
|
Owner.PopupMessage(eventArgs.User, Loc.GetString("You can't do that!"));
|
|
return false;
|
|
}
|
|
|
|
if (eventArgs.User.IsInContainer())
|
|
{
|
|
Owner.PopupMessage(eventArgs.User, Loc.GetString("You can't reach there!"));
|
|
return false;
|
|
}
|
|
// This popup message doesn't appear on clicks, even when code was seperate. Unsure why.
|
|
|
|
if (!eventArgs.User.HasComponent<IHandsComponent>())
|
|
{
|
|
Owner.PopupMessage(eventArgs.User, Loc.GetString("You have no hands!"));
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
|
|
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
|
|
{
|
|
if (!eventArgs.User.TryGetComponent(out IActorComponent? actor))
|
|
{
|
|
return false;
|
|
}
|
|
// Duplicated code here, not sure how else to get actor inside to make UserInterface happy.
|
|
|
|
if (IsValidInteraction(eventArgs))
|
|
{
|
|
UserInterface?.Open(actor.playerSession);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void IActivate.Activate(ActivateEventArgs eventArgs)
|
|
{
|
|
if (!eventArgs.User.TryGetComponent(out IActorComponent? actor))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (IsValidInteraction(eventArgs))
|
|
{
|
|
UserInterface?.Open(actor.playerSession);
|
|
}
|
|
|
|
return;
|
|
}
|
|
|
|
|
|
async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
|
|
{
|
|
return TryDrop(eventArgs.User, eventArgs.Using);
|
|
}
|
|
|
|
public override bool CanDragDropOn(DragDropEventArgs eventArgs)
|
|
{
|
|
// Base is redundant given this already calls the base CanInsert
|
|
// If that changes then update this
|
|
return CanInsert(eventArgs.Dragged);
|
|
}
|
|
|
|
public override bool DragDropOn(DragDropEventArgs eventArgs)
|
|
{
|
|
_ = TryInsert(eventArgs.Dragged, eventArgs.User);
|
|
return true;
|
|
}
|
|
|
|
void IThrowCollide.HitBy(ThrowCollideEventArgs eventArgs)
|
|
{
|
|
if (!CanInsert(eventArgs.Thrown) ||
|
|
IoCManager.Resolve<IRobustRandom>().NextDouble() > 0.75 ||
|
|
!_container.Insert(eventArgs.Thrown))
|
|
{
|
|
return;
|
|
}
|
|
|
|
AfterInsert(eventArgs.Thrown);
|
|
}
|
|
|
|
[Verb]
|
|
private sealed class SelfInsertVerb : Verb<DisposalUnitComponent>
|
|
{
|
|
protected override void GetData(IEntity user, DisposalUnitComponent component, VerbData data)
|
|
{
|
|
data.Visibility = VerbVisibility.Invisible;
|
|
|
|
if (!ActionBlockerSystem.CanInteract(user) ||
|
|
component.ContainedEntities.Contains(user))
|
|
{
|
|
return;
|
|
}
|
|
|
|
data.Visibility = VerbVisibility.Visible;
|
|
data.Text = Loc.GetString("Jump inside");
|
|
}
|
|
|
|
protected override void Activate(IEntity user, DisposalUnitComponent component)
|
|
{
|
|
_ = component.TryInsert(user, user);
|
|
}
|
|
}
|
|
|
|
[Verb]
|
|
private sealed class FlushVerb : Verb<DisposalUnitComponent>
|
|
{
|
|
protected override void GetData(IEntity user, DisposalUnitComponent component, VerbData data)
|
|
{
|
|
data.Visibility = VerbVisibility.Invisible;
|
|
|
|
if (!ActionBlockerSystem.CanInteract(user) ||
|
|
component.ContainedEntities.Contains(user))
|
|
{
|
|
return;
|
|
}
|
|
|
|
data.Visibility = VerbVisibility.Visible;
|
|
data.Text = Loc.GetString("Flush");
|
|
}
|
|
|
|
protected override void Activate(IEntity user, DisposalUnitComponent component)
|
|
{
|
|
component.Engaged = true;
|
|
component.TryFlush();
|
|
}
|
|
}
|
|
}
|
|
}
|