Files
tbd-station-14/Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
metalgearsloth a89d4c750b Power stuff (#31314)
* Power stuff

- Add shared IsPowered
- Add shared ResolveApc
- Move PowerChangedEvent to shared for now
- Add SlimPoweredLight that actually functions how you'd expect a PoweredLight to function it id didn't have a bunch of bloat on it.

* big update

* boing
2024-08-25 22:18:42 +10:00

814 lines
30 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.Administration.Logs;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Disposal.Tube;
using Content.Server.Disposal.Tube.Components;
using Content.Server.Disposal.Unit.Components;
using Content.Server.Popups;
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Shared.ActionBlocker;
using Content.Shared.Atmos;
using Content.Shared.Database;
using Content.Shared.Destructible;
using Content.Shared.Disposal;
using Content.Shared.Disposal.Components;
using Content.Shared.DoAfter;
using Content.Shared.DragDrop;
using Content.Shared.Emag.Systems;
using Content.Shared.Explosion;
using Content.Shared.Hands.Components;
using Content.Shared.Hands.EntitySystems;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Item;
using Content.Shared.Movement.Events;
using Content.Shared.Popups;
using Content.Shared.Power;
using Content.Shared.Verbs;
using Robust.Server.Audio;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
using Robust.Shared.Player;
using Robust.Shared.Utility;
namespace Content.Server.Disposal.Unit.EntitySystems;
public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
{
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
[Dependency] private readonly AppearanceSystem _appearance = default!;
[Dependency] private readonly AtmosphereSystem _atmosSystem = default!;
[Dependency] private readonly AudioSystem _audioSystem = default!;
[Dependency] private readonly DisposalTubeSystem _disposalTubeSystem = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
[Dependency] private readonly PowerReceiverSystem _power = default!;
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
[Dependency] private readonly TransformSystem _transformSystem = default!;
[Dependency] private readonly UserInterfaceSystem _ui = default!;
[Dependency] private readonly SharedMapSystem _map = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DisposalUnitComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<DisposalUnitComponent, PreventCollideEvent>(OnPreventCollide);
SubscribeLocalEvent<DisposalUnitComponent, CanDropTargetEvent>(OnCanDragDropOn);
SubscribeLocalEvent<DisposalUnitComponent, GotEmaggedEvent>(OnEmagged);
// Shouldn't need re-anchoring.
SubscribeLocalEvent<DisposalUnitComponent, AnchorStateChangedEvent>(OnAnchorChanged);
// TODO: Predict me when hands predicted
SubscribeLocalEvent<DisposalUnitComponent, ContainerRelayMovementEntityEvent>(OnMovement);
SubscribeLocalEvent<DisposalUnitComponent, PowerChangedEvent>(OnPowerChange);
SubscribeLocalEvent<DisposalUnitComponent, ComponentInit>(OnDisposalInit);
SubscribeLocalEvent<DisposalUnitComponent, ActivateInWorldEvent>(OnActivate);
SubscribeLocalEvent<DisposalUnitComponent, AfterInteractUsingEvent>(OnAfterInteractUsing);
SubscribeLocalEvent<DisposalUnitComponent, DragDropTargetEvent>(OnDragDropOn);
SubscribeLocalEvent<DisposalUnitComponent, DestructionEventArgs>(OnDestruction);
SubscribeLocalEvent<DisposalUnitComponent, BeforeExplodeEvent>(OnExploded);
SubscribeLocalEvent<DisposalUnitComponent, GetVerbsEvent<InteractionVerb>>(AddInsertVerb);
SubscribeLocalEvent<DisposalUnitComponent, GetVerbsEvent<AlternativeVerb>>(AddDisposalAltVerbs);
SubscribeLocalEvent<DisposalUnitComponent, GetVerbsEvent<Verb>>(AddClimbInsideVerb);
SubscribeLocalEvent<DisposalUnitComponent, DisposalDoAfterEvent>(OnDoAfter);
SubscribeLocalEvent<DisposalUnitComponent, SharedDisposalUnitComponent.UiButtonPressedMessage>(OnUiButtonPressed);
}
private void OnGetState(EntityUid uid, DisposalUnitComponent component, ref ComponentGetState args)
{
args.State = new DisposalUnitComponentState(
component.FlushSound,
component.State,
component.NextPressurized,
component.AutomaticEngageTime,
component.NextFlush,
component.Powered,
component.Engaged,
GetNetEntityList(component.RecentlyEjected));
}
private void AddDisposalAltVerbs(EntityUid uid, SharedDisposalUnitComponent component, GetVerbsEvent<AlternativeVerb> args)
{
if (!args.CanAccess || !args.CanInteract)
return;
// Behavior for if the disposals bin has items in it
if (component.Container.ContainedEntities.Count > 0)
{
// Verbs to flush the unit
AlternativeVerb flushVerb = new()
{
Act = () => ManualEngage(uid, component),
Text = Loc.GetString("disposal-flush-verb-get-data-text"),
Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/delete_transparent.svg.192dpi.png")),
Priority = 1,
};
args.Verbs.Add(flushVerb);
// Verb to eject the contents
AlternativeVerb ejectVerb = new()
{
Act = () => TryEjectContents(uid, component),
Category = VerbCategory.Eject,
Text = Loc.GetString("disposal-eject-verb-get-data-text")
};
args.Verbs.Add(ejectVerb);
}
}
private void AddClimbInsideVerb(EntityUid uid, SharedDisposalUnitComponent 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 AddInsertVerb(EntityUid uid, SharedDisposalUnitComponent component, GetVerbsEvent<InteractionVerb> args)
{
if (!args.CanAccess || !args.CanInteract || args.Hands == null || args.Using == null)
return;
if (!_actionBlockerSystem.CanDrop(args.User))
return;
if (!CanInsert(uid, component, args.Using.Value))
return;
InteractionVerb insertVerb = new()
{
Text = Name(args.Using.Value),
Category = VerbCategory.Insert,
Act = () =>
{
_handsSystem.TryDropIntoContainer(args.User, args.Using.Value, component.Container, checkActionBlocker: false, args.Hands);
_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User):player} inserted {ToPrettyString(args.Using.Value)} into {ToPrettyString(uid)}");
AfterInsert(uid, component, args.Using.Value, args.User);
}
};
args.Verbs.Add(insertVerb);
}
private void OnDoAfter(EntityUid uid, SharedDisposalUnitComponent component, DoAfterEvent args)
{
if (args.Handled || args.Cancelled || args.Args.Target == null || args.Args.Used == null)
return;
AfterInsert(uid, component, args.Args.Target.Value, args.Args.User, doInsert: true);
args.Handled = true;
}
public override void DoInsertDisposalUnit(EntityUid uid, EntityUid toInsert, EntityUid user, SharedDisposalUnitComponent? disposal = null)
{
if (!ResolveDisposals(uid, ref disposal))
return;
if (!_containerSystem.Insert(toInsert, disposal.Container))
return;
_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(user):player} inserted {ToPrettyString(toInsert)} into {ToPrettyString(uid)}");
AfterInsert(uid, disposal, toInsert, user);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = AllEntityQuery<DisposalUnitComponent, MetaDataComponent>();
while (query.MoveNext(out var uid, out var unit, out var metadata))
{
if (!metadata.EntityPaused)
Update(uid, unit, metadata, frameTime);
}
}
#region UI Handlers
private void OnUiButtonPressed(EntityUid uid, SharedDisposalUnitComponent component, SharedDisposalUnitComponent.UiButtonPressedMessage args)
{
if (args.Actor is not { Valid: true } player)
{
return;
}
switch (args.Button)
{
case SharedDisposalUnitComponent.UiButton.Eject:
TryEjectContents(uid, component);
_adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(player):player} hit eject button on {ToPrettyString(uid)}");
break;
case SharedDisposalUnitComponent.UiButton.Engage:
ToggleEngage(uid, component);
_adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(player):player} hit flush button on {ToPrettyString(uid)}, it's now {(component.Engaged ? "on" : "off")}");
break;
case SharedDisposalUnitComponent.UiButton.Power:
_power.TogglePower(uid, user: args.Actor);
break;
default:
throw new ArgumentOutOfRangeException($"{ToPrettyString(player):player} attempted to hit a nonexistant button on {ToPrettyString(uid)}");
}
}
public void ToggleEngage(EntityUid uid, SharedDisposalUnitComponent component)
{
component.Engaged ^= true;
if (component.Engaged)
{
ManualEngage(uid, component);
}
else
{
Disengage(uid, component);
}
}
#endregion
#region Eventbus Handlers
private void OnActivate(EntityUid uid, SharedDisposalUnitComponent component, ActivateInWorldEvent args)
{
if (args.Handled || !args.Complex)
return;
if (!TryComp(args.User, out ActorComponent? actor))
{
return;
}
args.Handled = true;
_ui.OpenUi(uid, SharedDisposalUnitComponent.DisposalUnitUiKey.Key, actor.PlayerSession);
}
private void OnAfterInteractUsing(EntityUid uid, SharedDisposalUnitComponent component, AfterInteractUsingEvent args)
{
if (args.Handled || !args.CanReach)
return;
if (!HasComp<HandsComponent>(args.User))
{
return;
}
if (!CanInsert(uid, component, args.Used) || !_handsSystem.TryDropIntoContainer(args.User, args.Used, component.Container))
{
return;
}
_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User):player} inserted {ToPrettyString(args.Used)} into {ToPrettyString(uid)}");
AfterInsert(uid, component, args.Used, args.User);
args.Handled = true;
}
private void OnDisposalInit(EntityUid uid, SharedDisposalUnitComponent component, ComponentInit args)
{
component.Container = _containerSystem.EnsureContainer<Container>(uid, SharedDisposalUnitComponent.ContainerId);
UpdateInterface(uid, component, component.Powered);
}
private void OnPowerChange(EntityUid uid, SharedDisposalUnitComponent component, ref PowerChangedEvent args)
{
if (!component.Running || args.Powered == component.Powered)
return;
component.Powered = args.Powered;
UpdateVisualState(uid, component);
UpdateInterface(uid, component, args.Powered);
if (!args.Powered)
{
component.NextFlush = null;
Dirty(uid, component);
return;
}
if (component.Engaged && !TryFlush(uid, component))
{
QueueAutomaticEngage(uid, component);
}
}
// TODO: This should just use the same thing as entity storage?
private void OnMovement(EntityUid uid, SharedDisposalUnitComponent component, ref ContainerRelayMovementEntityEvent args)
{
var currentTime = GameTiming.CurTime;
if (!_actionBlockerSystem.CanMove(args.Entity))
return;
if (!TryComp(args.Entity, out HandsComponent? hands) ||
hands.Count == 0 ||
currentTime < component.LastExitAttempt + ExitAttemptDelay)
return;
component.LastExitAttempt = currentTime;
Remove(uid, component, args.Entity);
}
private void OnAnchorChanged(EntityUid uid, SharedDisposalUnitComponent component, ref AnchorStateChangedEvent args)
{
if (Terminating(uid))
return;
UpdateVisualState(uid, component);
if (!args.Anchored)
TryEjectContents(uid, component);
}
private void OnDestruction(EntityUid uid, SharedDisposalUnitComponent component, DestructionEventArgs args)
{
TryEjectContents(uid, component);
}
private void OnDragDropOn(EntityUid uid, SharedDisposalUnitComponent component, ref DragDropTargetEvent args)
{
args.Handled = TryInsert(uid, args.Dragged, args.User);
}
#endregion
private void UpdateState(EntityUid uid, DisposalsPressureState state, SharedDisposalUnitComponent component, MetaDataComponent metadata)
{
if (component.State == state)
return;
component.State = state;
UpdateVisualState(uid, component);
UpdateInterface(uid, component, component.Powered);
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, SharedDisposalUnitComponent component, MetaDataComponent metadata, float frameTime)
{
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);
Box2? disposalsBounds = null;
var count = component.RecentlyEjected.Count;
if (count > 0)
{
if (!HasComp<PhysicsComponent>(uid))
{
component.RecentlyEjected.Clear();
}
else
{
disposalsBounds = _lookup.GetWorldAABB(uid);
}
}
for (var i = 0; i < component.RecentlyEjected.Count; i++)
{
var ejectedId = component.RecentlyEjected[i];
if (HasComp<PhysicsComponent>(ejectedId))
{
// TODO: We need to use a specific collision method (which sloth hasn't coded yet) for actual bounds overlaps.
// TODO: Come do this sloth :^)
// Check for itemcomp as we won't just block the disposal unit "sleeping" for something it can't collide with anyway.
if (!HasComp<ItemComponent>(ejectedId)
&& _lookup.GetWorldAABB(ejectedId).Intersects(disposalsBounds!.Value))
{
continue;
}
component.RecentlyEjected.RemoveAt(i);
i--;
}
}
if (count != component.RecentlyEjected.Count)
Dirty(uid, component, metadata);
}
public bool TryInsert(EntityUid unitId, EntityUid toInsertId, EntityUid? userId, DisposalUnitComponent? unit = null)
{
if (!Resolve(unitId, ref unit))
return false;
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;
}
public bool TryFlush(EntityUid uid, SharedDisposalUnitComponent 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<DisposalEntryComponent>);
if (entry == default || component is not DisposalUnitComponent sDisposals)
{
component.Engaged = false;
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);
UpdateInterface(uid, component, component.Powered);
Dirty(uid, component);
return true;
}
private void HandleAir(EntityUid uid, DisposalUnitComponent component, TransformComponent xform)
{
var air = component.Air;
var indices = _transformSystem.GetGridTilePositionOrDefault((uid, xform));
if (_atmosSystem.GetTileMixture(xform.GridUid, xform.MapUid, indices, true) is { Temperature: > 0f } environment)
{
var transferMoles = 0.1f * (0.25f * Atmospherics.OneAtmosphere * 1.01f - air.Pressure) * air.Volume / (environment.Temperature * Atmospherics.R);
component.Air = environment.Remove(transferMoles);
}
}
public void UpdateInterface(EntityUid uid, SharedDisposalUnitComponent component, bool powered)
{
var compState = GetState(uid, component);
var stateString = Loc.GetString($"disposal-unit-state-{compState}");
var state = new SharedDisposalUnitComponent.DisposalUnitBoundUserInterfaceState(Name(uid), stateString, EstimatedFullPressure(uid, component), powered, component.Engaged);
_ui.SetUiState(uid, SharedDisposalUnitComponent.DisposalUnitUiKey.Key, state);
var stateUpdatedEvent = new DisposalUnitUIStateUpdatedEvent(state);
RaiseLocalEvent(uid, stateUpdatedEvent);
}
/// <summary>
/// Returns the estimated time when the disposal unit will be back to full pressure.
/// </summary>
private TimeSpan EstimatedFullPressure(EntityUid uid, SharedDisposalUnitComponent component)
{
if (component.NextPressurized < GameTiming.CurTime)
return TimeSpan.Zero;
return component.NextPressurized;
}
public void UpdateVisualState(EntityUid uid, SharedDisposalUnitComponent component, bool flush = false)
{
if (!TryComp(uid, out AppearanceComponent? appearance))
{
return;
}
if (!Transform(uid).Anchored)
{
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.VisualState, SharedDisposalUnitComponent.VisualState.UnAnchored, appearance);
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.Handle, SharedDisposalUnitComponent.HandleState.Normal, appearance);
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.Light, SharedDisposalUnitComponent.LightStates.Off, appearance);
return;
}
var state = GetState(uid, component);
switch (state)
{
case DisposalsPressureState.Flushed:
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.VisualState, SharedDisposalUnitComponent.VisualState.OverlayFlushing, appearance);
break;
case DisposalsPressureState.Pressurizing:
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.VisualState, SharedDisposalUnitComponent.VisualState.OverlayCharging, appearance);
break;
case DisposalsPressureState.Ready:
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.VisualState, SharedDisposalUnitComponent.VisualState.Anchored, appearance);
break;
}
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.Handle, component.Engaged
? SharedDisposalUnitComponent.HandleState.Engaged
: SharedDisposalUnitComponent.HandleState.Normal, appearance);
if (!component.Powered)
{
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.Light, SharedDisposalUnitComponent.LightStates.Off, appearance);
return;
}
var lightState = SharedDisposalUnitComponent.LightStates.Off;
if (component.Container.ContainedEntities.Count > 0)
{
lightState |= SharedDisposalUnitComponent.LightStates.Full;
}
if (state is DisposalsPressureState.Pressurizing or DisposalsPressureState.Flushed)
{
lightState |= SharedDisposalUnitComponent.LightStates.Charging;
}
else
{
lightState |= SharedDisposalUnitComponent.LightStates.Ready;
}
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.Light, lightState, appearance);
}
public void Remove(EntityUid uid, SharedDisposalUnitComponent component, EntityUid toRemove)
{
_containerSystem.Remove(toRemove, component.Container);
if (component.Container.ContainedEntities.Count == 0)
{
// If not manually engaged then reset the flushing entirely.
if (!component.Engaged)
{
component.NextFlush = null;
}
}
if (!component.RecentlyEjected.Contains(toRemove))
component.RecentlyEjected.Add(toRemove);
UpdateVisualState(uid, component);
Dirty(uid, component);
}
public bool CanFlush(EntityUid unit, SharedDisposalUnitComponent component)
{
return GetState(unit, component) == DisposalsPressureState.Ready
&& component.Powered
&& Comp<TransformComponent>(unit).Anchored;
}
public void ManualEngage(EntityUid uid, SharedDisposalUnitComponent component, MetaDataComponent? metadata = null)
{
component.Engaged = true;
UpdateVisualState(uid, component);
UpdateInterface(uid, component, component.Powered);
Dirty(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, SharedDisposalUnitComponent component)
{
component.Engaged = false;
if (component.Container.ContainedEntities.Count == 0)
{
component.NextFlush = null;
}
UpdateVisualState(uid, component);
UpdateInterface(uid, component, component.Powered);
Dirty(uid, component);
}
/// <summary>
/// Remove all entities currently in the disposal unit.
/// </summary>
public void TryEjectContents(EntityUid uid, SharedDisposalUnitComponent component)
{
foreach (var entity in component.Container.ContainedEntities.ToArray())
{
Remove(uid, component, entity);
}
if (!component.Engaged)
{
component.NextFlush = null;
Dirty(uid, component);
}
}
public override bool HasDisposals(EntityUid? uid)
{
return HasComp<DisposalUnitComponent>(uid);
}
public override bool ResolveDisposals(EntityUid uid, [NotNullWhen(true)] ref SharedDisposalUnitComponent? component)
{
if (component != null)
return true;
TryComp<DisposalUnitComponent>(uid, out var storage);
component = storage;
return component != null;
}
public override bool CanInsert(EntityUid uid, SharedDisposalUnitComponent component, EntityUid entity)
{
if (!base.CanInsert(uid, component, entity))
return false;
return _containerSystem.CanInsert(entity, component.Container);
}
/// <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, SharedDisposalUnitComponent component, MetaDataComponent? metadata = null)
{
if (component.Deleted || !component.AutomaticEngage || !component.Powered && 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);
}
public void AfterInsert(EntityUid uid, SharedDisposalUnitComponent component, EntityUid inserted, EntityUid? user = null, bool doInsert = false)
{
_audioSystem.PlayPvs(component.InsertSound, uid);
if (doInsert && !_containerSystem.Insert(inserted, component.Container))
return;
if (user != inserted && user != null)
_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(user.Value):player} inserted {ToPrettyString(inserted)} into {ToPrettyString(uid)}");
QueueAutomaticEngage(uid, component);
_ui.CloseUi(uid, SharedDisposalUnitComponent.DisposalUnitUiKey.Key, inserted);
// Maybe do pullable instead? Eh still fine.
Joints.RecursiveClearJoints(inserted);
UpdateVisualState(uid, component);
}
private void OnExploded(Entity<DisposalUnitComponent> ent, ref BeforeExplodeEvent args)
{
args.Contents.AddRange(ent.Comp.Container.ContainedEntities);
}
}
/// <summary>
/// Sent before the disposal unit flushes it's contents.
/// Allows adding tags for sorting and preventing the disposal unit from flushing.
/// </summary>
public sealed class DisposalUnitUIStateUpdatedEvent : EntityEventArgs
{
public SharedDisposalUnitComponent.DisposalUnitBoundUserInterfaceState State;
public DisposalUnitUIStateUpdatedEvent(SharedDisposalUnitComponent.DisposalUnitBoundUserInterfaceState state)
{
State = state;
}
}
/// <summary>
/// Sent before the disposal unit flushes it's contents.
/// Allows adding tags for sorting and preventing the disposal unit from flushing.
/// </summary>
public sealed class BeforeDisposalFlushEvent : CancellableEntityEventArgs
{
public readonly List<string> Tags = new();
}