* makes conveyors to use machine linking & refactors machine linking a bit * nullable errors * temp commit, starting work on construction * working recipies & graphs * fixes crash * makes items gravitate towards the center when on a conveyor * makes conveyors take bool signal too * ignores components clientside * default arm entitymanager maxtransmitters unsubscribe methods * twowayLEVER * _ * componentreference struct * yaml run leverDefinitelyNotCopiedFromGirderNoNoNo dies today :( * nullable * no divide by 0 * making sloth happy * space gone - happy? * final fix * yes * adds item to lathe * conveyor item -> conveyor assembly * technology * reviews ADRESSED * Update Content.Shared/GameObjects/Verbs/VerbUtility.cs Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
182 lines
5.3 KiB
C#
182 lines
5.3 KiB
C#
#nullable enable
|
|
using System.Threading.Tasks;
|
|
using Content.Server.GameObjects.Components.Interactable;
|
|
using Content.Server.GameObjects.Components.Items.Storage;
|
|
using Content.Server.GameObjects.Components.MachineLinking;
|
|
using Content.Server.GameObjects.Components.Power.ApcNetComponents;
|
|
using Content.Shared.GameObjects.Components.Conveyor;
|
|
using Content.Shared.GameObjects.Components.Interactable;
|
|
using Content.Shared.GameObjects.Components.MachineLinking;
|
|
using Content.Shared.Interfaces.GameObjects.Components;
|
|
using Content.Shared.Physics;
|
|
using Content.Shared.Utility;
|
|
using Robust.Server.GameObjects;
|
|
using Robust.Shared.Containers;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.GameObjects.Components;
|
|
using Robust.Shared.GameObjects.Components.Map;
|
|
using Robust.Shared.Interfaces.GameObjects;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Maths;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.ViewVariables;
|
|
|
|
namespace Content.Server.GameObjects.Components.Conveyor
|
|
{
|
|
[RegisterComponent]
|
|
public class ConveyorComponent : Component, ISignalReceiver<TwoWayLeverSignal>, ISignalReceiver<bool>
|
|
{
|
|
public override string Name => "Conveyor";
|
|
|
|
/// <summary>
|
|
/// The angle to move entities by in relation to the owner's rotation.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
private Angle _angle;
|
|
|
|
/// <summary>
|
|
/// The amount of units to move the entity by per second.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
private float _speed;
|
|
|
|
private ConveyorState _state;
|
|
|
|
/// <summary>
|
|
/// The current state of this conveyor
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
private ConveyorState State
|
|
{
|
|
get => _state;
|
|
set
|
|
{
|
|
_state = value;
|
|
|
|
if (!Owner.TryGetComponent(out AppearanceComponent? appearance))
|
|
{
|
|
return;
|
|
}
|
|
|
|
appearance.SetData(ConveyorVisuals.State, value);
|
|
}
|
|
}
|
|
|
|
/// <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>
|
|
private Angle GetAngle()
|
|
{
|
|
var adjustment = _state == ConveyorState.Reversed ? MathHelper.Pi : 0;
|
|
var radians = MathHelper.DegreesToRadians(_angle);
|
|
|
|
return new Angle(Owner.Transform.LocalRotation.Theta + radians + adjustment);
|
|
}
|
|
|
|
private 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;
|
|
}
|
|
|
|
private bool CanMove(IEntity entity)
|
|
{
|
|
if (entity == Owner)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!entity.TryGetComponent(out IPhysicsComponent? physics) ||
|
|
physics.Anchored)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (entity.HasComponent<ConveyorComponent>())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (entity.HasComponent<IMapGridComponent>())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (entity.IsInContainer())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public void Update(float frameTime)
|
|
{
|
|
if (!CanRun())
|
|
{
|
|
return;
|
|
}
|
|
|
|
var intersecting = Owner.EntityManager.GetEntitiesIntersecting(Owner, true);
|
|
var direction = GetAngle().ToVec();
|
|
|
|
foreach (var entity in intersecting)
|
|
{
|
|
if (!CanMove(entity))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (entity.TryGetComponent(out IPhysicsComponent? physics))
|
|
{
|
|
var controller = physics.EnsureController<ConveyedController>();
|
|
controller.Move(direction, _speed, entity.Transform.WorldPosition - Owner.Transform.WorldPosition);
|
|
}
|
|
}
|
|
}
|
|
|
|
public override void ExposeData(ObjectSerializer serializer)
|
|
{
|
|
base.ExposeData(serializer);
|
|
|
|
serializer.DataField(ref _angle, "angle", 0);
|
|
serializer.DataField(ref _speed, "speed", 2);
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|