812 lines
29 KiB
C#
812 lines
29 KiB
C#
using System.Linq;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Climbing.Systems;
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using Content.Shared.Containers;
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using Content.Shared.Database;
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using Content.Shared.Disposal.Components;
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using Content.Shared.Disposal.Unit.Events;
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using Content.Shared.DoAfter;
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using Content.Shared.DragDrop;
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using Content.Shared.Emag.Systems;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Item;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Movement.Events;
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using Content.Shared.Popups;
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using Content.Shared.Power;
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using Content.Shared.Power.EntitySystems;
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using Content.Shared.Storage.Components;
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using Content.Shared.Throwing;
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using Content.Shared.Verbs;
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using Content.Shared.Whitelist;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Shared.Disposal.Unit;
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[Serializable, NetSerializable]
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public sealed partial class DisposalDoAfterEvent : SimpleDoAfterEvent
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{
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}
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public abstract class SharedDisposalUnitSystem : EntitySystem
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{
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[Dependency] protected readonly ActionBlockerSystem ActionBlockerSystem = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
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[Dependency] protected readonly MetaDataSystem Metadata = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] protected readonly SharedAudioSystem Audio = default!;
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[Dependency] protected readonly IGameTiming GameTiming = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLog = default!;
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[Dependency] private readonly ClimbSystem _climb = default!;
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[Dependency] protected readonly SharedContainerSystem Containers = default!;
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[Dependency] protected readonly SharedJointSystem Joints = default!;
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[Dependency] private readonly SharedPowerReceiverSystem _power = default!;
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[Dependency] private readonly SharedDisposalTubeSystem _disposalTubeSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] protected readonly SharedTransformSystem TransformSystem = default!;
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[Dependency] private readonly SharedUserInterfaceSystem _ui = default!;
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[Dependency] private readonly SharedMapSystem _map = default!;
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protected static TimeSpan ExitAttemptDelay = TimeSpan.FromSeconds(0.5);
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// Percentage
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public const float PressurePerSecond = 0.05f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DisposalUnitComponent, PreventCollideEvent>(OnPreventCollide);
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SubscribeLocalEvent<DisposalUnitComponent, CanDropTargetEvent>(OnCanDragDropOn);
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SubscribeLocalEvent<DisposalUnitComponent, GetVerbsEvent<InteractionVerb>>(AddInsertVerb);
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SubscribeLocalEvent<DisposalUnitComponent, GetVerbsEvent<AlternativeVerb>>(AddDisposalAltVerbs);
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SubscribeLocalEvent<DisposalUnitComponent, GetVerbsEvent<Verb>>(AddClimbInsideVerb);
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SubscribeLocalEvent<DisposalUnitComponent, DisposalDoAfterEvent>(OnDoAfter);
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SubscribeLocalEvent<DisposalUnitComponent, BeforeThrowInsertEvent>(OnThrowInsert);
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SubscribeLocalEvent<DisposalUnitComponent, DisposalUnitComponent.UiButtonPressedMessage>(OnUiButtonPressed);
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SubscribeLocalEvent<DisposalUnitComponent, GotEmaggedEvent>(OnEmagged);
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SubscribeLocalEvent<DisposalUnitComponent, AnchorStateChangedEvent>(OnAnchorChanged);
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SubscribeLocalEvent<DisposalUnitComponent, PowerChangedEvent>(OnPowerChange);
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SubscribeLocalEvent<DisposalUnitComponent, ComponentInit>(OnDisposalInit);
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SubscribeLocalEvent<DisposalUnitComponent, ActivateInWorldEvent>(OnActivate);
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SubscribeLocalEvent<DisposalUnitComponent, AfterInteractUsingEvent>(OnAfterInteractUsing);
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SubscribeLocalEvent<DisposalUnitComponent, DragDropTargetEvent>(OnDragDropOn);
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SubscribeLocalEvent<DisposalUnitComponent, ContainerRelayMovementEntityEvent>(OnMovement);
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SubscribeLocalEvent<DisposalUnitComponent, GetDumpableVerbEvent>(OnGetDumpableVerb);
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SubscribeLocalEvent<DisposalUnitComponent, DumpEvent>(OnDump);
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}
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private void AddDisposalAltVerbs(Entity<DisposalUnitComponent> ent, ref GetVerbsEvent<AlternativeVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract)
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return;
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var uid = ent.Owner;
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var component = ent.Comp;
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// Behavior for if the disposals bin has items in it
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if (component.Container.ContainedEntities.Count > 0)
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{
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// Verbs to flush the unit
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AlternativeVerb flushVerb = new()
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{
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Act = () => ManualEngage(uid, component),
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Text = Loc.GetString("disposal-flush-verb-get-data-text"),
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Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/delete_transparent.svg.192dpi.png")),
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Priority = 1,
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};
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args.Verbs.Add(flushVerb);
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// Verb to eject the contents
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AlternativeVerb ejectVerb = new()
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{
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Act = () => TryEjectContents(uid, component),
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Category = VerbCategory.Eject,
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Text = Loc.GetString("disposal-eject-verb-get-data-text")
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};
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args.Verbs.Add(ejectVerb);
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}
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}
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private void AddInsertVerb(EntityUid uid, DisposalUnitComponent component, GetVerbsEvent<InteractionVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract || args.Hands == null || args.Using == null)
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return;
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if (!ActionBlockerSystem.CanDrop(args.User))
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return;
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if (!CanInsert(uid, component, args.Using.Value))
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return;
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InteractionVerb insertVerb = new()
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{
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Text = Name(args.Using.Value),
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Category = VerbCategory.Insert,
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Act = () =>
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{
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_handsSystem.TryDropIntoContainer((args.User, args.Hands), args.Using.Value, component.Container, checkActionBlocker: false);
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_adminLog.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User):player} inserted {ToPrettyString(args.Using.Value)} into {ToPrettyString(uid)}");
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AfterInsert(uid, component, args.Using.Value, args.User);
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}
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};
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args.Verbs.Add(insertVerb);
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}
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private void OnDoAfter(EntityUid uid, DisposalUnitComponent component, DoAfterEvent args)
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{
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if (args.Handled || args.Cancelled || args.Args.Target == null || args.Args.Used == null)
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return;
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AfterInsert(uid, component, args.Args.Target.Value, args.Args.User, doInsert: true);
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args.Handled = true;
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}
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private void OnThrowInsert(Entity<DisposalUnitComponent> ent, ref BeforeThrowInsertEvent args)
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{
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if (!CanInsert(ent, ent, args.ThrownEntity))
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args.Cancelled = true;
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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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var query = EntityQueryEnumerator<DisposalUnitComponent, MetaDataComponent>();
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while (query.MoveNext(out var uid, out var unit, out var metadata))
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{
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Update(uid, unit, metadata);
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}
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}
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// TODO: This should just use the same thing as entity storage?
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private void OnMovement(EntityUid uid, DisposalUnitComponent component, ref ContainerRelayMovementEntityEvent args)
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{
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var currentTime = GameTiming.CurTime;
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if (!ActionBlockerSystem.CanMove(args.Entity))
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return;
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if (!TryComp(args.Entity, out HandsComponent? hands) ||
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hands.Count == 0 ||
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currentTime < component.LastExitAttempt + ExitAttemptDelay)
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return;
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Dirty(uid, component);
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component.LastExitAttempt = currentTime;
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Remove(uid, component, args.Entity);
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UpdateUI((uid, component));
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}
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private void OnActivate(EntityUid uid, DisposalUnitComponent component, ActivateInWorldEvent args)
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{
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if (args.Handled || !args.Complex)
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return;
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args.Handled = true;
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_ui.TryToggleUi(uid, DisposalUnitComponent.DisposalUnitUiKey.Key, args.User);
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}
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private void OnAfterInteractUsing(EntityUid uid, DisposalUnitComponent component, AfterInteractUsingEvent args)
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{
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if (args.Handled || !args.CanReach)
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return;
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if (!HasComp<HandsComponent>(args.User))
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{
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return;
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}
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if (!CanInsert(uid, component, args.Used) || !_handsSystem.TryDropIntoContainer(args.User, args.Used, component.Container))
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{
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return;
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}
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_adminLog.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User):player} inserted {ToPrettyString(args.Used)} into {ToPrettyString(uid)}");
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AfterInsert(uid, component, args.Used, args.User);
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args.Handled = true;
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}
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protected virtual void OnDisposalInit(Entity<DisposalUnitComponent> ent, ref ComponentInit args)
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{
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ent.Comp.Container = Containers.EnsureContainer<Container>(ent, DisposalUnitComponent.ContainerId);
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}
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private void OnPowerChange(EntityUid uid, DisposalUnitComponent component, ref PowerChangedEvent args)
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{
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if (!component.Running)
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return;
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UpdateUI((uid, component));
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UpdateVisualState(uid, component);
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if (!args.Powered)
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{
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component.NextFlush = null;
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Dirty(uid, component);
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return;
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}
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if (component.Engaged)
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{
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// Run ManualEngage to recalculate a new flush time
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ManualEngage(uid, component);
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}
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}
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private void OnAnchorChanged(EntityUid uid, DisposalUnitComponent component, ref AnchorStateChangedEvent args)
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{
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if (Terminating(uid))
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return;
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UpdateVisualState(uid, component);
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if (!args.Anchored)
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TryEjectContents(uid, component);
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}
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private void OnDragDropOn(EntityUid uid, DisposalUnitComponent component, ref DragDropTargetEvent args)
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{
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args.Handled = TryInsert(uid, args.Dragged, args.User);
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}
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protected virtual void UpdateUI(Entity<DisposalUnitComponent> entity)
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{
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}
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/// <summary>
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/// Returns the estimated time when the disposal unit will be back to full pressure.
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/// </summary>
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public TimeSpan EstimatedFullPressure(EntityUid uid, DisposalUnitComponent component)
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{
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if (component.NextPressurized < GameTiming.CurTime)
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return TimeSpan.Zero;
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return component.NextPressurized;
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}
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public bool CanFlush(EntityUid unit, DisposalUnitComponent component)
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{
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return GetState(unit, component) == DisposalsPressureState.Ready
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&& _power.IsPowered(unit)
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&& Comp<TransformComponent>(unit).Anchored;
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}
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public void Remove(EntityUid uid, DisposalUnitComponent component, EntityUid toRemove)
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{
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if (GameTiming.ApplyingState)
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return;
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if (!Containers.Remove(toRemove, component.Container))
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return;
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if (component.Container.ContainedEntities.Count == 0)
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{
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// If not manually engaged then reset the flushing entirely.
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if (!component.Engaged)
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{
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component.NextFlush = null;
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Dirty(uid, component);
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UpdateUI((uid, component));
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}
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}
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_climb.Climb(toRemove, toRemove, uid, silent: true);
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UpdateVisualState(uid, component);
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}
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public void UpdateVisualState(EntityUid uid, DisposalUnitComponent component, bool flush = false)
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{
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if (!TryComp(uid, out AppearanceComponent? appearance))
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{
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return;
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}
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if (!Transform(uid).Anchored)
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{
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_appearance.SetData(uid, DisposalUnitComponent.Visuals.VisualState, DisposalUnitComponent.VisualState.UnAnchored, appearance);
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_appearance.SetData(uid, DisposalUnitComponent.Visuals.Handle, DisposalUnitComponent.HandleState.Normal, appearance);
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_appearance.SetData(uid, DisposalUnitComponent.Visuals.Light, DisposalUnitComponent.LightStates.Off, appearance);
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return;
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}
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var state = GetState(uid, component);
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switch (state)
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{
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case DisposalsPressureState.Flushed:
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_appearance.SetData(uid, DisposalUnitComponent.Visuals.VisualState, DisposalUnitComponent.VisualState.OverlayFlushing, appearance);
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break;
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case DisposalsPressureState.Pressurizing:
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_appearance.SetData(uid, DisposalUnitComponent.Visuals.VisualState, DisposalUnitComponent.VisualState.OverlayCharging, appearance);
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break;
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case DisposalsPressureState.Ready:
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_appearance.SetData(uid, DisposalUnitComponent.Visuals.VisualState, DisposalUnitComponent.VisualState.Anchored, appearance);
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break;
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}
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_appearance.SetData(uid, DisposalUnitComponent.Visuals.Handle, component.Engaged
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? DisposalUnitComponent.HandleState.Engaged
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: DisposalUnitComponent.HandleState.Normal, appearance);
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if (!_power.IsPowered(uid))
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{
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_appearance.SetData(uid, DisposalUnitComponent.Visuals.Light, DisposalUnitComponent.LightStates.Off, appearance);
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return;
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}
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var lightState = DisposalUnitComponent.LightStates.Off;
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if (component.Container.ContainedEntities.Count > 0)
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{
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lightState |= DisposalUnitComponent.LightStates.Full;
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}
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if (state is DisposalsPressureState.Pressurizing or DisposalsPressureState.Flushed)
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{
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lightState |= DisposalUnitComponent.LightStates.Charging;
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}
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else
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{
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lightState |= DisposalUnitComponent.LightStates.Ready;
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}
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_appearance.SetData(uid, DisposalUnitComponent.Visuals.Light, lightState, appearance);
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}
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/// <summary>
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/// Gets the current pressure state of a disposals unit.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="component"></param>
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/// <param name="metadata"></param>
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/// <returns></returns>
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public DisposalsPressureState GetState(EntityUid uid, DisposalUnitComponent component, MetaDataComponent? metadata = null)
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{
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var nextPressure = Metadata.GetPauseTime(uid, metadata) + component.NextPressurized - GameTiming.CurTime;
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var pressurizeTime = 1f / PressurePerSecond;
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var pressurizeDuration = pressurizeTime - component.FlushDelay.TotalSeconds;
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if (nextPressure.TotalSeconds > pressurizeDuration)
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{
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return DisposalsPressureState.Flushed;
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}
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if (nextPressure > TimeSpan.Zero)
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{
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return DisposalsPressureState.Pressurizing;
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}
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return DisposalsPressureState.Ready;
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}
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public float GetPressure(EntityUid uid, DisposalUnitComponent component, MetaDataComponent? metadata = null)
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{
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if (!Resolve(uid, ref metadata))
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return 0f;
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var pauseTime = Metadata.GetPauseTime(uid, metadata);
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return MathF.Min(1f,
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(float)(GameTiming.CurTime - pauseTime - component.NextPressurized).TotalSeconds / PressurePerSecond);
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}
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protected void OnPreventCollide(EntityUid uid, DisposalUnitComponent component,
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ref PreventCollideEvent args)
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{
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var otherBody = args.OtherEntity;
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// Items dropped shouldn't collide but items thrown should
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if (HasComp<ItemComponent>(otherBody) && !HasComp<ThrownItemComponent>(otherBody))
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{
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args.Cancelled = true;
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}
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}
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protected void OnCanDragDropOn(EntityUid uid, DisposalUnitComponent component, ref CanDropTargetEvent args)
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{
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if (args.Handled)
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return;
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args.CanDrop = CanInsert(uid, component, args.Dragged);
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args.Handled = true;
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}
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protected void OnEmagged(EntityUid uid, DisposalUnitComponent component, ref GotEmaggedEvent args)
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{
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component.DisablePressure = true;
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args.Handled = true;
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}
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public virtual bool CanInsert(EntityUid uid, DisposalUnitComponent component, EntityUid entity)
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{
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// TODO: All of the below should be using the EXISTING EVENT
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if (!Containers.CanInsert(entity, component.Container))
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return false;
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if (!Transform(uid).Anchored)
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return false;
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var storable = HasComp<ItemComponent>(entity);
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if (!storable && !HasComp<MobStateComponent>(entity))
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return false;
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if (_whitelistSystem.IsBlacklistPass(component.Blacklist, entity) ||
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_whitelistSystem.IsWhitelistFail(component.Whitelist, entity))
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return false;
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if (TryComp<PhysicsComponent>(entity, out var physics) && (physics.CanCollide) || storable)
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return true;
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else
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return false;
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}
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public void DoInsertDisposalUnit(EntityUid uid,
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EntityUid toInsert,
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EntityUid user,
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DisposalUnitComponent? disposal = null)
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{
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if (!Resolve(uid, ref disposal))
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return;
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if (!Containers.Insert(toInsert, disposal.Container))
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return;
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_adminLog.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(user):player} inserted {ToPrettyString(toInsert)} into {ToPrettyString(uid)}");
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AfterInsert(uid, disposal, toInsert, user);
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}
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public virtual void AfterInsert(EntityUid uid,
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DisposalUnitComponent component,
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EntityUid inserted,
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EntityUid? user = null,
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bool doInsert = false)
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{
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Audio.PlayPredicted(component.InsertSound, uid, user: user);
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if (doInsert && !Containers.Insert(inserted, component.Container))
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return;
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if (user != inserted && user != null)
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_adminLog.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(user.Value):player} inserted {ToPrettyString(inserted)} into {ToPrettyString(uid)}");
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QueueAutomaticEngage(uid, component);
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_ui.CloseUi(uid, DisposalUnitComponent.DisposalUnitUiKey.Key, inserted);
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// Maybe do pullable instead? Eh still fine.
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Joints.RecursiveClearJoints(inserted);
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UpdateVisualState(uid, component);
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}
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public bool TryInsert(EntityUid unitId, EntityUid toInsertId, EntityUid? userId, DisposalUnitComponent? unit = null)
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{
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if (!Resolve(unitId, ref unit))
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return false;
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if (userId.HasValue && !HasComp<HandsComponent>(userId) && toInsertId != userId) // Mobs like mouse can Jump inside even with no hands
|
|
{
|
|
_popupSystem.PopupEntity(Loc.GetString("disposal-unit-no-hands"), userId.Value, userId.Value, PopupType.SmallCaution);
|
|
return false;
|
|
}
|
|
|
|
if (!CanInsert(unitId, unit, toInsertId))
|
|
return false;
|
|
|
|
bool insertingSelf = userId == toInsertId;
|
|
|
|
var delay = insertingSelf ? unit.EntryDelay : unit.DraggedEntryDelay;
|
|
|
|
if (userId != null && !insertingSelf)
|
|
_popupSystem.PopupEntity(Loc.GetString("disposal-unit-being-inserted", ("user", Identity.Entity((EntityUid)userId, EntityManager))), toInsertId, toInsertId, PopupType.Large);
|
|
|
|
if (delay <= 0 || userId == null)
|
|
{
|
|
AfterInsert(unitId, unit, toInsertId, userId, doInsert: true);
|
|
return true;
|
|
}
|
|
|
|
// Can't check if our target AND disposals moves currently so we'll just check target.
|
|
// if you really want to check if disposals moves then add a predicate.
|
|
var doAfterArgs = new DoAfterArgs(EntityManager, userId.Value, delay, new DisposalDoAfterEvent(), unitId, target: toInsertId, used: unitId)
|
|
{
|
|
BreakOnDamage = true,
|
|
BreakOnMove = true,
|
|
NeedHand = false,
|
|
};
|
|
|
|
_doAfterSystem.TryStartDoAfter(doAfterArgs);
|
|
return true;
|
|
}
|
|
|
|
private void UpdateState(EntityUid uid, DisposalsPressureState state, DisposalUnitComponent component, MetaDataComponent metadata)
|
|
{
|
|
if (component.State == state)
|
|
return;
|
|
|
|
component.State = state;
|
|
UpdateVisualState(uid, component);
|
|
Dirty(uid, component, metadata);
|
|
|
|
if (state == DisposalsPressureState.Ready)
|
|
{
|
|
component.NextPressurized = TimeSpan.Zero;
|
|
|
|
// Manually engaged
|
|
if (component.Engaged)
|
|
{
|
|
component.NextFlush = GameTiming.CurTime + component.ManualFlushTime;
|
|
}
|
|
else if (component.Container.ContainedEntities.Count > 0)
|
|
{
|
|
component.NextFlush = GameTiming.CurTime + component.AutomaticEngageTime;
|
|
}
|
|
else
|
|
{
|
|
component.NextFlush = null;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Work out if we can stop updating this disposals component i.e. full pressure and nothing colliding.
|
|
/// </summary>
|
|
private void Update(EntityUid uid, DisposalUnitComponent component, MetaDataComponent metadata)
|
|
{
|
|
var state = GetState(uid, component, metadata);
|
|
|
|
// Pressurizing, just check if we need a state update.
|
|
if (component.NextPressurized > GameTiming.CurTime)
|
|
{
|
|
UpdateState(uid, state, component, metadata);
|
|
return;
|
|
}
|
|
|
|
if (component.NextFlush != null)
|
|
{
|
|
if (component.NextFlush.Value < GameTiming.CurTime)
|
|
{
|
|
TryFlush(uid, component);
|
|
}
|
|
}
|
|
|
|
UpdateState(uid, state, component, metadata);
|
|
}
|
|
|
|
public bool TryFlush(EntityUid uid, DisposalUnitComponent component)
|
|
{
|
|
if (!CanFlush(uid, component))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (component.NextFlush != null)
|
|
component.NextFlush = component.NextFlush.Value + component.AutomaticEngageTime;
|
|
|
|
var beforeFlushArgs = new BeforeDisposalFlushEvent();
|
|
RaiseLocalEvent(uid, beforeFlushArgs);
|
|
|
|
if (beforeFlushArgs.Cancelled)
|
|
{
|
|
Disengage(uid, component);
|
|
return false;
|
|
}
|
|
|
|
var xform = Transform(uid);
|
|
if (!TryComp(xform.GridUid, out MapGridComponent? grid))
|
|
return false;
|
|
|
|
var coords = xform.Coordinates;
|
|
var entry = _map.GetLocal(xform.GridUid.Value, grid, coords)
|
|
.FirstOrDefault(HasComp<Tube.DisposalEntryComponent>);
|
|
|
|
if (entry == default || component is not DisposalUnitComponent sDisposals)
|
|
{
|
|
component.Engaged = false;
|
|
UpdateUI((uid, component));
|
|
Dirty(uid, component);
|
|
return false;
|
|
}
|
|
|
|
HandleAir(uid, sDisposals, xform);
|
|
|
|
_disposalTubeSystem.TryInsert(entry, sDisposals, beforeFlushArgs.Tags);
|
|
|
|
component.NextPressurized = GameTiming.CurTime;
|
|
if (!component.DisablePressure)
|
|
component.NextPressurized += TimeSpan.FromSeconds(1f / PressurePerSecond);
|
|
|
|
component.Engaged = false;
|
|
// stop queuing NOW
|
|
component.NextFlush = null;
|
|
|
|
UpdateVisualState(uid, component, true);
|
|
Dirty(uid, component);
|
|
UpdateUI((uid, component));
|
|
|
|
return true;
|
|
}
|
|
|
|
protected virtual void HandleAir(EntityUid uid, DisposalUnitComponent component, TransformComponent xform)
|
|
{
|
|
|
|
}
|
|
|
|
public void ManualEngage(EntityUid uid, DisposalUnitComponent component, MetaDataComponent? metadata = null)
|
|
{
|
|
component.Engaged = true;
|
|
UpdateVisualState(uid, component);
|
|
Dirty(uid, component);
|
|
UpdateUI((uid, component));
|
|
|
|
if (!CanFlush(uid, component))
|
|
return;
|
|
|
|
if (!Resolve(uid, ref metadata))
|
|
return;
|
|
|
|
var pauseTime = Metadata.GetPauseTime(uid, metadata);
|
|
var nextEngage = GameTiming.CurTime - pauseTime + component.ManualFlushTime;
|
|
component.NextFlush = TimeSpan.FromSeconds(Math.Min((component.NextFlush ?? TimeSpan.MaxValue).TotalSeconds, nextEngage.TotalSeconds));
|
|
}
|
|
|
|
public void Disengage(EntityUid uid, DisposalUnitComponent component)
|
|
{
|
|
component.Engaged = false;
|
|
|
|
if (component.Container.ContainedEntities.Count == 0)
|
|
{
|
|
component.NextFlush = null;
|
|
}
|
|
|
|
UpdateVisualState(uid, component);
|
|
Dirty(uid, component);
|
|
UpdateUI((uid, component));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove all entities currently in the disposal unit.
|
|
/// </summary>
|
|
public void TryEjectContents(EntityUid uid, DisposalUnitComponent component)
|
|
{
|
|
foreach (var entity in component.Container.ContainedEntities.ToArray())
|
|
{
|
|
Remove(uid, component, entity);
|
|
}
|
|
|
|
if (!component.Engaged)
|
|
{
|
|
component.NextFlush = null;
|
|
Dirty(uid, component);
|
|
UpdateUI((uid, component));
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// If something is inserted (or the likes) then we'll queue up an automatic flush in the future.
|
|
/// </summary>
|
|
public void QueueAutomaticEngage(EntityUid uid, DisposalUnitComponent component, MetaDataComponent? metadata = null)
|
|
{
|
|
if (component.Deleted || !component.AutomaticEngage || !_power.IsPowered(uid) && component.Container.ContainedEntities.Count == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var pauseTime = Metadata.GetPauseTime(uid, metadata);
|
|
var automaticTime = GameTiming.CurTime + component.AutomaticEngageTime - pauseTime;
|
|
var flushTime = TimeSpan.FromSeconds(Math.Min((component.NextFlush ?? TimeSpan.MaxValue).TotalSeconds, automaticTime.TotalSeconds));
|
|
|
|
component.NextFlush = flushTime;
|
|
Dirty(uid, component);
|
|
UpdateUI((uid, component));
|
|
}
|
|
|
|
private void OnUiButtonPressed(EntityUid uid, DisposalUnitComponent component, DisposalUnitComponent.UiButtonPressedMessage args)
|
|
{
|
|
if (args.Actor is not { Valid: true } player)
|
|
{
|
|
return;
|
|
}
|
|
|
|
switch (args.Button)
|
|
{
|
|
case DisposalUnitComponent.UiButton.Eject:
|
|
TryEjectContents(uid, component);
|
|
_adminLog.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(player):player} hit eject button on {ToPrettyString(uid)}");
|
|
break;
|
|
case DisposalUnitComponent.UiButton.Engage:
|
|
ToggleEngage(uid, component);
|
|
_adminLog.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(player):player} hit flush button on {ToPrettyString(uid)}, it's now {(component.Engaged ? "on" : "off")}");
|
|
break;
|
|
case DisposalUnitComponent.UiButton.Power:
|
|
_power.TogglePower(uid, user: args.Actor);
|
|
break;
|
|
default:
|
|
throw new ArgumentOutOfRangeException($"{ToPrettyString(player):player} attempted to hit a nonexistant button on {ToPrettyString(uid)}");
|
|
}
|
|
}
|
|
|
|
public void ToggleEngage(EntityUid uid, DisposalUnitComponent component)
|
|
{
|
|
component.Engaged ^= true;
|
|
|
|
if (component.Engaged)
|
|
{
|
|
ManualEngage(uid, component);
|
|
}
|
|
else
|
|
{
|
|
Disengage(uid, component);
|
|
}
|
|
}
|
|
|
|
private void AddClimbInsideVerb(EntityUid uid, DisposalUnitComponent component, GetVerbsEvent<Verb> args)
|
|
{
|
|
// This is not an interaction, activation, or alternative verb type because unfortunately most users are
|
|
// unwilling to accept that this is where they belong and don't want to accidentally climb inside.
|
|
if (!args.CanAccess ||
|
|
!args.CanInteract ||
|
|
component.Container.ContainedEntities.Contains(args.User) ||
|
|
!ActionBlockerSystem.CanMove(args.User))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!CanInsert(uid, component, args.User))
|
|
return;
|
|
|
|
// Add verb to climb inside of the unit,
|
|
Verb verb = new()
|
|
{
|
|
Act = () => TryInsert(uid, args.User, args.User),
|
|
DoContactInteraction = true,
|
|
Text = Loc.GetString("disposal-self-insert-verb-get-data-text")
|
|
};
|
|
// TODO VERB ICON
|
|
// TODO VERB CATEGORY
|
|
// create a verb category for "enter"?
|
|
// See also, medical scanner. Also maybe add verbs for entering lockers/body bags?
|
|
args.Verbs.Add(verb);
|
|
}
|
|
|
|
private void OnGetDumpableVerb(Entity<DisposalUnitComponent> ent, ref GetDumpableVerbEvent args)
|
|
{
|
|
args.Verb = Loc.GetString("dump-disposal-verb-name", ("unit", ent));
|
|
}
|
|
|
|
private void OnDump(Entity<DisposalUnitComponent> ent, ref DumpEvent args)
|
|
{
|
|
if (args.Handled)
|
|
return;
|
|
|
|
args.Handled = true;
|
|
args.PlaySound = true;
|
|
|
|
foreach (var entity in args.DumpQueue)
|
|
{
|
|
DoInsertDisposalUnit(ent, entity, args.User);
|
|
}
|
|
}
|
|
}
|