216 lines
6.2 KiB
C#
216 lines
6.2 KiB
C#
using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Disposal.Components;
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[NetworkedComponent]
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public abstract partial class SharedDisposalUnitComponent : Component
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{
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public const string ContainerId = "disposals";
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/// <summary>
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/// Sounds played upon the unit flushing.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("soundFlush")]
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public SoundSpecifier? FlushSound = new SoundPathSpecifier("/Audio/Machines/disposalflush.ogg");
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/// <summary>
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/// State for this disposals unit.
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/// </summary>
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[DataField("state")]
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public DisposalsPressureState State;
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// TODO: Just make this use vaulting.
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/// <summary>
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/// We'll track whatever just left disposals so we know what collision we need to ignore until they stop intersecting our BB.
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/// </summary>
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[ViewVariables, DataField("recentlyEjected")]
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public List<EntityUid> RecentlyEjected = new();
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/// <summary>
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/// Next time the disposal unit will be pressurized.
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/// </summary>
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[DataField("nextPressurized", customTypeSerializer:typeof(TimeOffsetSerializer))]
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public TimeSpan NextPressurized = TimeSpan.Zero;
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/// <summary>
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/// How long it takes to flush a disposals unit manually.
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/// </summary>
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[DataField("flushTime")]
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public TimeSpan ManualFlushTime = TimeSpan.FromSeconds(2);
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/// <summary>
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/// How long it takes from the start of a flush animation to return the sprite to normal.
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/// </summary>
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[DataField("flushDelay")]
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public TimeSpan FlushDelay = TimeSpan.FromSeconds(3);
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[DataField("mobsCanEnter")]
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public bool MobsCanEnter = true;
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/// <summary>
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/// Removes the pressure requirement for flushing.
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/// </summary>
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[DataField("disablePressure"), ViewVariables(VVAccess.ReadWrite)]
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public bool DisablePressure = false;
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/// <summary>
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/// Last time that an entity tried to exit this disposal unit.
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/// </summary>
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[ViewVariables]
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public TimeSpan LastExitAttempt;
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[DataField("autoEngageEnabled")]
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public bool AutomaticEngage = true;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("autoEngageTime")]
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public TimeSpan AutomaticEngageTime = TimeSpan.FromSeconds(30);
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/// <summary>
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/// Delay from trying to enter disposals ourselves.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("entryDelay")]
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public float EntryDelay = 0.5f;
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/// <summary>
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/// Delay from trying to shove someone else into disposals.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float DraggedEntryDelay = 0.5f;
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/// <summary>
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/// Container of entities inside this disposal unit.
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/// </summary>
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[ViewVariables] public Container Container = default!;
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// TODO: Network power shit instead fam.
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[ViewVariables, DataField("powered")]
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public bool Powered;
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/// <summary>
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/// Was the disposals unit engaged for a manual flush.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("engaged")]
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public bool Engaged;
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/// <summary>
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/// Next time this unit will flush. Is the lesser of <see cref="FlushDelay"/> and <see cref="AutomaticEngageTime"/>
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/// </summary>
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[ViewVariables, DataField("nextFlush", customTypeSerializer:typeof(TimeOffsetSerializer))]
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public TimeSpan? NextFlush;
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[Serializable, NetSerializable]
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public enum Visuals : byte
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{
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VisualState,
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Handle,
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Light
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}
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[Serializable, NetSerializable]
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public enum VisualState : byte
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{
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UnAnchored,
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Anchored,
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Flushing,
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Charging
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}
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[Serializable, NetSerializable]
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public enum HandleState : byte
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{
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Normal,
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Engaged
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}
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[Serializable, NetSerializable]
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[Flags]
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public enum LightStates : byte
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{
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Off = 0,
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Charging = 1 << 0,
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Full = 1 << 1,
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Ready = 1 << 2
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}
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[Serializable, NetSerializable]
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public enum UiButton : byte
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{
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Eject,
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Engage,
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Power
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}
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[Serializable, NetSerializable]
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public sealed class DisposalUnitBoundUserInterfaceState : BoundUserInterfaceState, IEquatable<DisposalUnitBoundUserInterfaceState>
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{
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public readonly string UnitName;
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public readonly string UnitState;
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public readonly TimeSpan FullPressureTime;
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public readonly bool Powered;
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public readonly bool Engaged;
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public DisposalUnitBoundUserInterfaceState(string unitName, string unitState, TimeSpan fullPressureTime, bool powered,
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bool engaged)
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{
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UnitName = unitName;
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UnitState = unitState;
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FullPressureTime = fullPressureTime;
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Powered = powered;
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Engaged = engaged;
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}
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public bool Equals(DisposalUnitBoundUserInterfaceState? other)
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{
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if (ReferenceEquals(null, other)) return false;
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if (ReferenceEquals(this, other)) return true;
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return UnitName == other.UnitName &&
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UnitState == other.UnitState &&
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Powered == other.Powered &&
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Engaged == other.Engaged &&
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FullPressureTime.Equals(other.FullPressureTime);
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}
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}
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/// <summary>
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/// Message data sent from client to server when a disposal unit ui button is pressed.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class UiButtonPressedMessage : BoundUserInterfaceMessage
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{
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public readonly UiButton Button;
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public UiButtonPressedMessage(UiButton button)
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{
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Button = button;
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}
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}
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[Serializable, NetSerializable]
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public enum DisposalUnitUiKey : byte
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{
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Key
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}
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}
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[Serializable, NetSerializable]
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public enum DisposalsPressureState : byte
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{
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Ready,
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/// <summary>
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/// Has been flushed recently within FlushDelay.
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/// </summary>
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Flushed,
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/// <summary>
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/// FlushDelay has elapsed and now we're transitioning back to Ready.
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/// </summary>
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Pressurizing
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}
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