* some work * equip: done unequip: todo * unequipping done & refactored events * workin * movin * reee namespaces * stun * mobstate * fixes * some work on events * removes serverside itemcomp & misc fixes * work * smol merge fix * ports template to prototype & finishes ui * moves relay & adds containerenumerator * actions & cuffs * my god what is actioncode * more fixes * im loosing my grasp on reality * more fixes * more work * explosions * yes * more work * more fixes * merge master & misc fixed because i forgot to commit before merging master * more fixes * fixes * moar * more work * moar fixes * suffixmap * more work on client * motivation low * no. no containers * mirroring client to server * fixes * move serverinvcomp * serverinventorycomponent is dead * gaming * only strippable & ai left... * only ai and richtext left * fixes ai * fixes * fixes sprite layers * more fixes * resolves optional * yes * stable™️ * fixes * moar fixes * moar * fix some tests * lmao * no comment * good to merge™️ * fixes build but for real * adresses some reviews * adresses some more reviews * nullables, yo * fixes lobbyscreen * timid refactor to differentiate actor & target * adresses more reviews * more * my god what a mess * removed the rest of duplicates * removed duplicate slotflags and renamed shoes to feet * removes another unused one * yes * fixes lobby & makes tryunequip return unequipped item * fixes * some funny renames * fixes * misc improvements to attemptevents * fixes * merge fixes Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
104 lines
3.1 KiB
C#
104 lines
3.1 KiB
C#
using System.Collections.Generic;
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using Content.Server.Atmos;
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using Content.Server.Disposal.Tube.Components;
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using Content.Shared.Atmos;
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using Content.Shared.Body.Components;
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using Content.Shared.Item;
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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.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Disposal.Unit.Components
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{
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// TODO: Add gas
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[RegisterComponent]
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public class DisposalHolderComponent : Component, IGasMixtureHolder
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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public override string Name => "DisposalHolder";
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public Container Container = null!;
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/// <summary>
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/// The total amount of time that it will take for this entity to
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/// be pushed to the next tube
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/// </summary>
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[ViewVariables]
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public float StartingTime { get; set; }
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/// <summary>
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/// Time left until the entity is pushed to the next tube
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/// </summary>
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[ViewVariables]
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public float TimeLeft { get; set; }
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[ViewVariables]
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public IDisposalTubeComponent? PreviousTube { get; set; }
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[ViewVariables]
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public Direction PreviousDirection { get; set; } = Direction.Invalid;
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[ViewVariables]
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public Direction PreviousDirectionFrom => (PreviousDirection == Direction.Invalid) ? Direction.Invalid : PreviousDirection.GetOpposite();
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[ViewVariables]
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public IDisposalTubeComponent? CurrentTube { get; set; }
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// CurrentDirection is not null when CurrentTube isn't null.
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[ViewVariables]
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public Direction CurrentDirection { get; set; } = Direction.Invalid;
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/// <summary>Mistake prevention</summary>
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[ViewVariables]
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public bool IsExitingDisposals { get; set; } = false;
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/// <summary>
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/// A list of tags attached to the content, used for sorting
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/// </summary>
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[ViewVariables]
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public HashSet<string> Tags { get; set; } = new();
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[ViewVariables]
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[DataField("air")]
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public GasMixture Air { get; set; } = new GasMixture(Atmospherics.CellVolume);
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protected override void Initialize()
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{
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base.Initialize();
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Container = ContainerHelpers.EnsureContainer<Container>(Owner, nameof(DisposalHolderComponent));
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}
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private bool CanInsert(EntityUid entity)
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{
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if (!Container.CanInsert(entity))
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{
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return false;
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}
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return _entMan.HasComponent<SharedItemComponent>(entity) ||
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_entMan.HasComponent<SharedBodyComponent>(entity);
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}
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public bool TryInsert(EntityUid entity)
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{
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if (!CanInsert(entity) || !Container.Insert(entity))
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{
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return false;
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}
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if (_entMan.TryGetComponent(entity, out IPhysBody? physics))
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{
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physics.CanCollide = false;
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}
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return true;
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}
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}
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}
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