* Fix conveyor and conveyor switch serialization * SS14 in reactive when * Fix new test fail with units being able to accept items when unpowered
219 lines
6.4 KiB
C#
219 lines
6.4 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 Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Conveyor;
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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.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Localization;
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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.Conveyor
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{
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[RegisterComponent]
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public class ConveyorSwitchComponent : Component, IInteractHand, IInteractUsing, IActivate
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{
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public override string Name => "ConveyorSwitch";
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private ConveyorState _state;
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/// <summary>
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/// The current state of this switch
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/// </summary>
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[ViewVariables]
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public ConveyorState State
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{
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get => _state;
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private set
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{
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_state = value;
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if (Owner.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(ConveyorVisuals.State, value);
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}
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}
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}
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private ConveyorGroup? _group;
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public void Sync(ConveyorGroup group)
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{
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_group = group;
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if (State == ConveyorState.Loose)
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{
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return;
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}
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State = group.State == ConveyorState.Loose
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? ConveyorState.Off
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: group.State;
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}
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/// <summary>
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/// Disconnects this switch from any conveyors and other switches.
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/// </summary>
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private void Disconnect()
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{
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_group?.RemoveSwitch(this);
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_group = null;
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State = ConveyorState.Off;
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}
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/// <summary>
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/// Connects a conveyor to this switch.
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/// </summary>
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/// <param name="conveyor">The conveyor to be connected.</param>
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/// <param name="user">The user doing the connecting, if any.</param>
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public void Connect(ConveyorComponent conveyor, IEntity? user = null)
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{
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if (_group == null)
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{
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_group = new ConveyorGroup();
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_group.AddSwitch(this);
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}
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_group.AddConveyor(conveyor);
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user?.PopupMessage(user, Loc.GetString("Conveyor linked."));
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}
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/// <summary>
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/// Cycles this conveyor switch to its next valid state
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/// </summary>
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/// <returns>
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/// true if the switch can be operated and the state could be cycled,
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/// false otherwise
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/// </returns>
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private bool NextState()
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{
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State = State switch
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{
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ConveyorState.Off => ConveyorState.Forward,
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ConveyorState.Forward => ConveyorState.Reversed,
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ConveyorState.Reversed => ConveyorState.Off,
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ConveyorState.Loose => ConveyorState.Off,
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_ => throw new ArgumentOutOfRangeException()
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};
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_group?.SetState(this);
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return true;
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}
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/// <summary>
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/// Moves this switch to the group of another.
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/// </summary>
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/// <param name="other">The conveyor switch to synchronize with.</param>
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/// <param name="user">The user doing the syncing, if any.</param>
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private void SyncWith(ConveyorSwitchComponent other, IEntity? user = null)
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{
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other._group?.AddSwitch(this);
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if (user == null)
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{
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return;
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}
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Owner.PopupMessage(user, Loc.GetString("Switches synchronized."));
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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.DataReadWriteFunction(
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"conveyors",
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new List<EntityUid>(),
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ids =>
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{
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if (ids == null)
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{
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return;
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}
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foreach (var id in ids)
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{
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if (!Owner.EntityManager.TryGetEntity(id, out var conveyor))
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{
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continue;
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}
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if (!conveyor.TryGetComponent(out ConveyorComponent component))
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{
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continue;
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}
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Connect(component);
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}
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},
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() => _group?.Conveyors.Select(conveyor => conveyor.Owner.Uid).ToList());
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serializer.DataReadWriteFunction(
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"switches",
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new List<EntityUid>(),
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ids =>
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{
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if (ids == null)
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{
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return;
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}
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foreach (var id in ids)
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{
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if (!Owner.EntityManager.TryGetEntity(id, out var @switch))
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{
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continue;
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}
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if (!@switch.TryGetComponent(out ConveyorSwitchComponent component))
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{
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continue;
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}
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component.SyncWith(this);
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}
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},
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() => _group?.Switches.Select(@switch => @switch.Owner.Uid).ToList());
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}
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public override void OnRemove()
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{
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base.OnRemove();
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Disconnect();
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}
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bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
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{
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return NextState();
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}
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bool IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (eventArgs.Using.TryGetComponent(out ConveyorComponent conveyor))
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{
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Connect(conveyor, eventArgs.User);
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return true;
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}
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if (eventArgs.Using.TryGetComponent(out ConveyorSwitchComponent otherSwitch))
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{
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SyncWith(otherSwitch, eventArgs.User);
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return true;
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}
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return true;
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}
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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NextState();
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}
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}
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}
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