- Powerful - Data-oriented - Approved by PJB - Powered by node graphs and AI pathfinding - Coded by the same nerd who brought you atmos Co-authored-by: Exp <theexp111@gmail.com>
195 lines
5.4 KiB
C#
195 lines
5.4 KiB
C#
using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using Content.Server.GameObjects.Components.Conveyor;
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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.Shared.Construction;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Recycling;
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using Content.Shared.Physics;
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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.GameObjects.Components;
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using Robust.Shared.GameObjects.Components.Map;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Recycling
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{
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// TODO: Add sound and safe beep
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[RegisterComponent]
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public class RecyclerComponent : Component, ICollideBehavior
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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public override string Name => "Recycler";
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private List<IEntity> _intersecting = new List<IEntity>();
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/// <summary>
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/// Whether or not sentient beings will be recycled
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/// </summary>
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[ViewVariables]
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private bool _safe;
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/// <summary>
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/// The percentage of material that will be recovered
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/// </summary>
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[ViewVariables]
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private int _efficiency; // TODO
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private bool Powered =>
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!Owner.TryGetComponent(out PowerReceiverComponent receiver) ||
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receiver.Powered;
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private void Bloodstain()
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{
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if (Owner.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(RecyclerVisuals.Bloody, true);
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}
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}
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private void Clean()
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{
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if (Owner.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(RecyclerVisuals.Bloody, false);
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}
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}
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private bool CanGib(IEntity entity)
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{
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return entity.HasComponent<ISharedBodyManagerComponent>() && !_safe && Powered;
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}
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private bool CanRecycle(IEntity entity, [MaybeNullWhen(false)] out ConstructionPrototype prototype)
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{
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prototype = null;
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// TODO CONSTRUCTION fix this
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return Powered;
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}
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private void Recycle(IEntity entity)
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{
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if (!_intersecting.Contains(entity))
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{
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_intersecting.Add(entity);
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}
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// TODO: Prevent collision with recycled items
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if (CanGib(entity))
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{
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entity.Delete(); // TODO: Gib
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Bloodstain();
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return;
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}
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if (!CanRecycle(entity, out var prototype))
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{
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return;
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}
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// TODO CONSTRUCTION fix this
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entity.Delete();
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}
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private bool CanRun()
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{
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if (Owner.TryGetComponent(out PowerReceiverComponent receiver) &&
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!receiver.Powered)
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{
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return false;
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}
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if (Owner.HasComponent<ItemComponent>())
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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 bool CanMove(IEntity entity)
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{
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if (entity == Owner)
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{
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return false;
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}
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if (!entity.TryGetComponent(out ICollidableComponent collidable) ||
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collidable.Anchored)
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{
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return false;
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}
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if (entity.HasComponent<ConveyorComponent>())
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{
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return false;
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}
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if (entity.HasComponent<IMapGridComponent>())
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{
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return false;
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}
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if (ContainerHelpers.IsInContainer(entity))
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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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public void Update(float frameTime)
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{
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if (!CanRun())
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{
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_intersecting.Clear();
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return;
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}
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var direction = Vector2.UnitX;
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for (var i = _intersecting.Count - 1; i >= 0; i--)
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{
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var entity = _intersecting[i];
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if (entity.Deleted || !CanMove(entity) || !_entityManager.IsIntersecting(Owner, entity))
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{
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_intersecting.RemoveAt(i);
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continue;
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}
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if (entity.TryGetComponent(out ICollidableComponent collidable))
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{
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var controller = collidable.EnsureController<ConveyedController>();
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controller.Move(direction, frameTime);
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}
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}
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _safe, "safe", true);
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serializer.DataField(ref _efficiency, "efficiency", 25);
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}
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void ICollideBehavior.CollideWith(IEntity collidedWith)
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{
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Recycle(collidedWith);
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}
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}
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}
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