* Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
584 lines
22 KiB
C#
584 lines
22 KiB
C#
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 Content.Server.Atmos.EntitySystems;
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using Content.Server.Disposal.Unit.Components;
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using Content.Server.Construction.Components;
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using Content.Server.Disposal.Tube.Components;
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using Content.Server.Hands.Components;
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using Content.Server.Items;
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using Content.Server.Power.Components;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Atmos;
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using Content.Shared.Disposal;
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using Content.Shared.Disposal.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Movement;
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using Content.Shared.Popups;
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using Content.Shared.Throwing;
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using Robust.Server.GameObjects;
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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.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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using Content.Shared.Verbs;
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namespace Content.Server.Disposal.Unit.EntitySystems
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{
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public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly AtmosphereSystem _atmosSystem = default!;
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private readonly List<DisposalUnitComponent> _activeDisposals = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DisposalUnitComponent, AnchoredEvent>(OnAnchored);
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SubscribeLocalEvent<DisposalUnitComponent, UnanchoredEvent>(OnUnanchored);
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// TODO: Predict me when hands predicted
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SubscribeLocalEvent<DisposalUnitComponent, RelayMovementEntityEvent>(HandleMovement);
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SubscribeLocalEvent<DisposalUnitComponent, PowerChangedEvent>(HandlePowerChange);
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// Component lifetime
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SubscribeLocalEvent<DisposalUnitComponent, ComponentInit>(HandleDisposalInit);
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SubscribeLocalEvent<DisposalUnitComponent, ComponentShutdown>(HandleDisposalShutdown);
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SubscribeLocalEvent<DisposalUnitComponent, ThrowHitByEvent>(HandleThrowCollide);
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// Interactions
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SubscribeLocalEvent<DisposalUnitComponent, ActivateInWorldEvent>(HandleActivate);
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SubscribeLocalEvent<DisposalUnitComponent, InteractHandEvent>(HandleInteractHand);
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SubscribeLocalEvent<DisposalUnitComponent, InteractUsingEvent>(HandleInteractUsing);
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// Verbs
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SubscribeLocalEvent<DisposalUnitComponent, GetAlternativeVerbsEvent>(AddFlushEjectVerbs);
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SubscribeLocalEvent<DisposalUnitComponent, GetOtherVerbsEvent>(AddClimbInsideVerb);
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}
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private void AddFlushEjectVerbs(EntityUid uid, DisposalUnitComponent component, GetAlternativeVerbsEvent args)
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{
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if (!args.CanAccess || !args.CanInteract || component.ContainedEntities.Count == 0)
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return;
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// Verbs to flush the unit
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Verb flushVerb = new();
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flushVerb.Act = () => Engage(component);
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flushVerb.Text = Loc.GetString("disposal-flush-verb-get-data-text");
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flushVerb.IconTexture = "/Textures/Interface/VerbIcons/delete_transparent.svg.192dpi.png";
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flushVerb.Priority = 1;
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args.Verbs.Add(flushVerb);
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// Verb to eject the contents
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Verb ejectVerb = new();
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ejectVerb.Act = () => TryEjectContents(component);
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ejectVerb.Category = VerbCategory.Eject;
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ejectVerb.Text = Loc.GetString("disposal-eject-verb-contents");
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args.Verbs.Add(ejectVerb);
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}
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private void AddClimbInsideVerb(EntityUid uid, DisposalUnitComponent component, GetOtherVerbsEvent 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.ContainedEntities.Contains(args.User) ||
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!_actionBlockerSystem.CanMove(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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verb.Act = () => component.TryInsert(args.User, args.User);
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verb.Text = Loc.GetString("disposal-self-insert-verb-get-data-text");
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// TODO VERN 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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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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for (var i = _activeDisposals.Count - 1; i >= 0; i--)
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{
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var comp = _activeDisposals[i];
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if (!Update(comp, frameTime)) continue;
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_activeDisposals.RemoveAt(i);
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}
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}
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#region UI Handlers
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public void ToggleEngage(DisposalUnitComponent 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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Engage(component);
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}
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else
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{
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Disengage(component);
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}
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}
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public void TogglePower(DisposalUnitComponent component)
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{
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if (!EntityManager.TryGetComponent(component.Owner.Uid, out ApcPowerReceiverComponent? 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(component, receiver.Powered);
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}
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#endregion
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#region Eventbus Handlers
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private void HandleActivate(EntityUid uid, DisposalUnitComponent component, ActivateInWorldEvent args)
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{
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if (!args.User.TryGetComponent(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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if (IsValidInteraction(args))
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{
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component.UserInterface?.Open(actor.PlayerSession);
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}
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}
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private void HandleInteractHand(EntityUid uid, DisposalUnitComponent component, InteractHandEvent args)
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{
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if (!args.User.TryGetComponent(out ActorComponent? actor)) return;
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// Duplicated code here, not sure how else to get actor inside to make UserInterface happy.
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if (!IsValidInteraction(args)) return;
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component.UserInterface?.Open(actor.PlayerSession);
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args.Handled = true;
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}
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private void HandleInteractUsing(EntityUid uid, DisposalUnitComponent component, InteractUsingEvent args)
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{
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if (!args.User.TryGetComponent(out HandsComponent? hands))
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{
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return;
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}
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if (!CanInsert(component, args.Used) || !hands.Drop(args.Used, component.Container))
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{
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return;
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}
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AfterInsert(component, args.Used);
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args.Handled = true;
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}
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/// <summary>
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/// Thrown items have a chance of bouncing off the unit and not going in.
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/// </summary>
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private void HandleThrowCollide(EntityUid uid, DisposalUnitComponent component, ThrowHitByEvent args)
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{
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if (!CanInsert(component, args.Thrown) ||
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_robustRandom.NextDouble() > 0.75 ||
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!component.Container.Insert(args.Thrown))
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{
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return;
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}
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AfterInsert(component, args.Thrown);
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}
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private void HandleDisposalInit(EntityUid uid, DisposalUnitComponent component, ComponentInit args)
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{
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component.Container = component.Owner.EnsureContainer<Container>(component.Name);
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if (component.UserInterface != null)
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{
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component.UserInterface.OnReceiveMessage += component.OnUiReceiveMessage;
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}
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UpdateInterface(component, component.Powered);
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if (!component.Owner.HasComponent<AnchorableComponent>())
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{
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Logger.WarningS("VitalComponentMissing", $"Disposal unit {uid} is missing an {nameof(AnchorableComponent)}");
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}
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}
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private void HandleDisposalShutdown(EntityUid uid, DisposalUnitComponent component, ComponentShutdown args)
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{
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foreach (var entity in component.Container.ContainedEntities.ToArray())
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{
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component.Container.ForceRemove(entity);
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}
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component.UserInterface?.CloseAll();
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component.AutomaticEngageToken?.Cancel();
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component.AutomaticEngageToken = null;
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component.Container = null!;
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_activeDisposals.Remove(component);
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}
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private void HandlePowerChange(EntityUid uid, DisposalUnitComponent component, PowerChangedEvent args)
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{
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// TODO: Need to check the other stuff.
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if (!args.Powered)
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{
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component.AutomaticEngageToken?.Cancel();
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component.AutomaticEngageToken = null;
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}
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HandleStateChange(component, args.Powered && component.State == SharedDisposalUnitComponent.PressureState.Pressurizing);
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UpdateVisualState(component);
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UpdateInterface(component, args.Powered);
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if (component.Engaged && !TryFlush(component))
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{
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TryQueueEngage(component);
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}
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}
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/// <summary>
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/// Add or remove this disposal from the active ones for updating.
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/// </summary>
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public void HandleStateChange(DisposalUnitComponent component, bool active)
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{
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if (active)
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{
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if (!_activeDisposals.Contains(component))
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_activeDisposals.Add(component);
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}
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else
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{
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_activeDisposals.Remove(component);
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}
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}
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private void HandleMovement(EntityUid uid, DisposalUnitComponent component, RelayMovementEntityEvent args)
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{
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var currentTime = GameTiming.CurTime;
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if (!args.Entity.TryGetComponent(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(component, args.Entity);
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}
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private void OnAnchored(EntityUid uid, DisposalUnitComponent component, AnchoredEvent args)
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{
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UpdateVisualState(component);
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}
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private void OnUnanchored(EntityUid uid, DisposalUnitComponent component, UnanchoredEvent args)
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{
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UpdateVisualState(component);
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TryEjectContents(component);
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}
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#endregion
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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 bool Update(DisposalUnitComponent component, float frameTime)
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{
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var oldPressure = component.Pressure;
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component.Pressure = MathF.Min(1.0f, component.Pressure + PressurePerSecond * frameTime);
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var state = component.State;
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if (oldPressure < 1 && state == SharedDisposalUnitComponent.PressureState.Ready)
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{
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UpdateVisualState(component);
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if (component.Engaged)
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{
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TryFlush(component);
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}
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}
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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 (!component.Owner.TryGetComponent(out PhysicsComponent? disposalsBody))
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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 = disposalsBody.GetWorldAABB();
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}
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}
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for (var i = component.RecentlyEjected.Count - 1; i >= 0; i--)
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{
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var uid = component.RecentlyEjected[i];
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if (EntityManager.EntityExists(uid) &&
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EntityManager.TryGetComponent(uid, out PhysicsComponent? body))
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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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// 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 (!EntityManager.HasComponent<ItemComponent>(uid) && body.GetWorldAABB().Intersects(disposalsBounds!.Value)) continue;
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component.RecentlyEjected.RemoveAt(i);
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}
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}
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if (count != component.RecentlyEjected.Count)
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component.Dirty();
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return state == SharedDisposalUnitComponent.PressureState.Ready && component.RecentlyEjected.Count == 0;
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}
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private bool IsValidInteraction(ITargetedInteractEventArgs eventArgs)
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{
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if (!Get<ActionBlockerSystem>().CanInteract(eventArgs.User))
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{
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eventArgs.Target.PopupMessage(eventArgs.User, Loc.GetString("ui-disposal-unit-is-valid-interaction-cannot=interact"));
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return false;
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}
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if (eventArgs.User.IsInContainer())
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{
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eventArgs.Target.PopupMessage(eventArgs.User, Loc.GetString("ui-disposal-unit-is-valid-interaction-cannot-reach"));
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return false;
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}
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// This popup message doesn't appear on clicks, even when code was seperate. Unsure why.
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if (!eventArgs.User.HasComponent<IHandsComponent>())
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{
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eventArgs.Target.PopupMessage(eventArgs.User, Loc.GetString("ui-disposal-unit-is-valid-interaction-no-hands"));
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return false;
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}
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return true;
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}
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public bool TryFlush(DisposalUnitComponent component)
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{
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if (component.Deleted || !CanFlush(component))
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{
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return false;
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}
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var grid = _mapManager.GetGrid(component.Owner.Transform.GridID);
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var coords = component.Owner.Transform.Coordinates;
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var entry = grid.GetLocal(coords)
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.FirstOrDefault(entity => EntityManager.HasComponent<DisposalEntryComponent>(entity));
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if (entry == default)
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{
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return false;
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}
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var air = component.Air;
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var entryComponent = EntityManager.GetComponent<DisposalEntryComponent>(entry);
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if (_atmosSystem.GetTileMixture(component.Owner.Transform.Coordinates, true) is {Temperature: > 0} environment)
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{
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var transferMoles = 0.1f * (0.05f * Atmospherics.OneAtmosphere * 1.01f - air.Pressure) * air.Volume / (environment.Temperature * Atmospherics.R);
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component.Air = environment.Remove(transferMoles);
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}
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entryComponent.TryInsert(component);
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component.AutomaticEngageToken?.Cancel();
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component.AutomaticEngageToken = null;
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component.Pressure = 0;
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component.Engaged = false;
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HandleStateChange(component, true);
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UpdateVisualState(component, true);
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UpdateInterface(component, component.Powered);
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return true;
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}
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public void UpdateInterface(DisposalUnitComponent component, bool powered)
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{
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var stateString = Loc.GetString($"{component.State}");
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var state = new SharedDisposalUnitComponent.DisposalUnitBoundUserInterfaceState(component.Owner.Name, stateString, EstimatedFullPressure(component), powered, component.Engaged);
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component.UserInterface?.SetState(state);
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}
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private TimeSpan EstimatedFullPressure(DisposalUnitComponent component)
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{
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if (component.State == SharedDisposalUnitComponent.PressureState.Ready) return TimeSpan.Zero;
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var currentTime = GameTiming.CurTime;
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var pressure = component.Pressure;
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return TimeSpan.FromSeconds(currentTime.TotalSeconds + (1.0f - pressure) / PressurePerSecond);
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}
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public void UpdateVisualState(DisposalUnitComponent component)
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{
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UpdateVisualState(component, false);
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}
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public void UpdateVisualState(DisposalUnitComponent component, bool flush)
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{
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if (!component.Owner.TryGetComponent(out SharedAppearanceComponent? appearance))
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{
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return;
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}
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if (!component.Owner.Transform.Anchored)
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{
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appearance.SetData(SharedDisposalUnitComponent.Visuals.VisualState, SharedDisposalUnitComponent.VisualState.UnAnchored);
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appearance.SetData(SharedDisposalUnitComponent.Visuals.Handle, SharedDisposalUnitComponent.HandleState.Normal);
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appearance.SetData(SharedDisposalUnitComponent.Visuals.Light, SharedDisposalUnitComponent.LightState.Off);
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return;
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}
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appearance.SetData(SharedDisposalUnitComponent.Visuals.VisualState, component.Pressure < 1 ? SharedDisposalUnitComponent.VisualState.Charging : SharedDisposalUnitComponent.VisualState.Anchored);
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appearance.SetData(SharedDisposalUnitComponent.Visuals.Handle, component.Engaged
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? SharedDisposalUnitComponent.HandleState.Engaged
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: SharedDisposalUnitComponent.HandleState.Normal);
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if (!component.Powered)
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{
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appearance.SetData(SharedDisposalUnitComponent.Visuals.Light, SharedDisposalUnitComponent.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(SharedDisposalUnitComponent.Visuals.VisualState, SharedDisposalUnitComponent.VisualState.Flushing);
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appearance.SetData(SharedDisposalUnitComponent.Visuals.Light, SharedDisposalUnitComponent.LightState.Off);
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return;
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}
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if (component.ContainedEntities.Count > 0)
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{
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appearance.SetData(SharedDisposalUnitComponent.Visuals.Light, SharedDisposalUnitComponent.LightState.Full);
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return;
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}
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|
appearance.SetData(SharedDisposalUnitComponent.Visuals.Light, component.Pressure < 1
|
|
? SharedDisposalUnitComponent.LightState.Charging
|
|
: SharedDisposalUnitComponent.LightState.Ready);
|
|
}
|
|
|
|
public void Remove(DisposalUnitComponent component, IEntity entity)
|
|
{
|
|
component.Container.Remove(entity);
|
|
|
|
if (component.ContainedEntities.Count == 0)
|
|
{
|
|
component.AutomaticEngageToken?.Cancel();
|
|
component.AutomaticEngageToken = null;
|
|
}
|
|
|
|
if (!component.RecentlyEjected.Contains(entity.Uid))
|
|
component.RecentlyEjected.Add(entity.Uid);
|
|
|
|
component.Dirty();
|
|
HandleStateChange(component, true);
|
|
UpdateVisualState(component);
|
|
}
|
|
|
|
public bool CanFlush(DisposalUnitComponent component)
|
|
{
|
|
return component.State == SharedDisposalUnitComponent.PressureState.Ready && component.Powered && component.Owner.Transform.Anchored;
|
|
}
|
|
|
|
public void Engage(DisposalUnitComponent component)
|
|
{
|
|
component.Engaged = true;
|
|
UpdateVisualState(component);
|
|
UpdateInterface(component, component.Powered);
|
|
|
|
if (CanFlush(component))
|
|
{
|
|
component.Owner.SpawnTimer(component.FlushDelay, () => TryFlush(component));
|
|
}
|
|
}
|
|
|
|
public void Disengage(DisposalUnitComponent component)
|
|
{
|
|
component.Engaged = false;
|
|
UpdateVisualState(component);
|
|
UpdateInterface(component, component.Powered);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove all entities currently in the disposal unit.
|
|
/// </summary>
|
|
public void TryEjectContents(DisposalUnitComponent component)
|
|
{
|
|
foreach (var entity in component.Container.ContainedEntities.ToArray())
|
|
{
|
|
Remove(component, entity);
|
|
}
|
|
}
|
|
|
|
public override bool CanInsert(SharedDisposalUnitComponent component, IEntity entity)
|
|
{
|
|
if (!base.CanInsert(component, entity) || component is not DisposalUnitComponent serverComp)
|
|
return false;
|
|
|
|
return serverComp.Container.CanInsert(entity);
|
|
}
|
|
|
|
/// <summary>
|
|
/// If something is inserted (or the likes) then we'll queue up a flush in the future.
|
|
/// </summary>
|
|
public void TryQueueEngage(DisposalUnitComponent component)
|
|
{
|
|
if (component.Deleted || !component.Powered && component.ContainedEntities.Count == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
component.AutomaticEngageToken = new CancellationTokenSource();
|
|
|
|
component.Owner.SpawnTimer(component._automaticEngageTime, () =>
|
|
{
|
|
if (!TryFlush(component))
|
|
{
|
|
TryQueueEngage(component);
|
|
}
|
|
}, component.AutomaticEngageToken.Token);
|
|
}
|
|
|
|
public void AfterInsert(DisposalUnitComponent component, IEntity entity)
|
|
{
|
|
TryQueueEngage(component);
|
|
|
|
if (entity.TryGetComponent(out ActorComponent? actor))
|
|
{
|
|
component.UserInterface?.Close(actor.PlayerSession);
|
|
}
|
|
|
|
UpdateVisualState(component);
|
|
}
|
|
}
|
|
}
|