Files
tbd-station-14/Content.Shared/Disposal/Unit/DisposalUnitComponent.cs
metalgearsloth 63dfd21b14 Predict dumping (#32394)
* Predict dumping

- This got soaped really fucking hard.
- Dumping is predicted, this required disposals to be predicte.d
- Disposals required mailing (because it's tightly coupled), and a smidge of other content systems.
- I also had to fix a compnetworkgenerator issue at the same time so it wouldn't mispredict.

* Fix a bunch of stuff

* nasty merge

* Some reviews

* Some more reviews while I stash

* Fix merge

* Fix merge

* Half of review

* Review

* re(h)f

* lizards

* feexes

* feex
2025-04-19 16:20:40 +10:00

198 lines
5.2 KiB
C#

using Content.Shared.Atmos;
using Robust.Shared.Audio;
using Content.Shared.Whitelist;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Disposal.Components;
/// <summary>
/// Takes in entities and flushes them out to attached disposals tubes after a timer.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true)]
public sealed partial class DisposalUnitComponent : Component
{
public const string ContainerId = "disposals";
/// <summary>
/// Air contained in the disposal unit.
/// </summary>
[DataField]
public GasMixture Air = new(Atmospherics.CellVolume);
/// <summary>
/// Sounds played upon the unit flushing.
/// </summary>
[DataField("soundFlush"), AutoNetworkedField]
public SoundSpecifier? FlushSound = new SoundPathSpecifier("/Audio/Machines/disposalflush.ogg");
/// <summary>
/// Blacklists (prevents) entities listed from being placed inside.
/// </summary>
[DataField]
public EntityWhitelist? Blacklist;
/// <summary>
/// Whitelists (allows) entities listed from being placed inside.
/// </summary>
[DataField]
public EntityWhitelist? Whitelist;
/// <summary>
/// Sound played when an object is inserted into the disposal unit.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("soundInsert")]
public SoundSpecifier? InsertSound = new SoundPathSpecifier("/Audio/Effects/trashbag1.ogg");
/// <summary>
/// State for this disposals unit.
/// </summary>
[DataField, AutoNetworkedField]
public DisposalsPressureState State;
/// <summary>
/// Next time the disposal unit will be pressurized.
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField]
public TimeSpan NextPressurized = TimeSpan.Zero;
/// <summary>
/// How long it takes to flush a disposals unit manually.
/// </summary>
[DataField("flushTime")]
public TimeSpan ManualFlushTime = TimeSpan.FromSeconds(2);
/// <summary>
/// How long it takes from the start of a flush animation to return the sprite to normal.
/// </summary>
[DataField]
public TimeSpan FlushDelay = TimeSpan.FromSeconds(3);
/// <summary>
/// Removes the pressure requirement for flushing.
/// </summary>
[DataField]
public bool DisablePressure;
/// <summary>
/// Last time that an entity tried to exit this disposal unit.
/// </summary>
[DataField, AutoNetworkedField]
public TimeSpan LastExitAttempt;
[DataField]
public bool AutomaticEngage = true;
[DataField, AutoNetworkedField]
public TimeSpan AutomaticEngageTime = TimeSpan.FromSeconds(30);
/// <summary>
/// Delay from trying to enter disposals ourselves.
/// </summary>
[DataField]
public float EntryDelay = 0.5f;
/// <summary>
/// Delay from trying to shove someone else into disposals.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float DraggedEntryDelay = 2.0f;
/// <summary>
/// Container of entities inside this disposal unit.
/// </summary>
[ViewVariables] public Container Container = default!;
/// <summary>
/// Was the disposals unit engaged for a manual flush.
/// </summary>
[DataField, AutoNetworkedField]
public bool Engaged;
/// <summary>
/// Next time this unit will flush. Is the lesser of <see cref="FlushDelay"/> and <see cref="AutomaticEngageTime"/>
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField]
public TimeSpan? NextFlush;
[Serializable, NetSerializable]
public enum Visuals : byte
{
VisualState,
Handle,
Light
}
[Serializable, NetSerializable]
public enum VisualState : byte
{
UnAnchored,
Anchored,
OverlayFlushing,
OverlayCharging
}
[Serializable, NetSerializable]
public enum HandleState : byte
{
Normal,
Engaged
}
[Serializable, NetSerializable]
[Flags]
public enum LightStates : byte
{
Off = 0,
Charging = 1 << 0,
Full = 1 << 1,
Ready = 1 << 2
}
[Serializable, NetSerializable]
public enum UiButton : byte
{
Eject,
Engage,
Power
}
/// <summary>
/// Message data sent from client to server when a disposal unit ui button is pressed.
/// </summary>
[Serializable, NetSerializable]
public sealed class UiButtonPressedMessage : BoundUserInterfaceMessage
{
public readonly UiButton Button;
public UiButtonPressedMessage(UiButton button)
{
Button = button;
}
}
[Serializable, NetSerializable]
public enum DisposalUnitUiKey : byte
{
Key
}
}
[Serializable, NetSerializable]
public enum DisposalsPressureState : byte
{
Ready,
/// <summary>
/// Has been flushed recently within FlushDelay.
/// </summary>
Flushed,
/// <summary>
/// FlushDelay has elapsed and now we're transitioning back to Ready.
/// </summary>
Pressurizing
}