Files
tbd-station-14/Content.Server/Physics/Controllers/ConveyorController.cs
2025-04-05 14:20:14 +02:00

144 lines
4.9 KiB
C#

using Content.Server.DeviceLinking.Systems;
using Content.Server.Materials;
using Content.Shared.Conveyor;
using Content.Shared.DeviceLinking.Events;
using Content.Shared.Destructible;
using Content.Shared.Maps;
using Content.Shared.Physics;
using Content.Shared.Physics.Controllers;
using Content.Shared.Power;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Systems;
namespace Content.Server.Physics.Controllers;
public sealed class ConveyorController : SharedConveyorController
{
[Dependency] private readonly FixtureSystem _fixtures = default!;
[Dependency] private readonly DeviceLinkSystem _signalSystem = default!;
[Dependency] private readonly MaterialReclaimerSystem _materialReclaimer = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
public override void Initialize()
{
UpdatesAfter.Add(typeof(MoverController));
SubscribeLocalEvent<ConveyorComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<ConveyorComponent, ComponentShutdown>(OnConveyorShutdown);
SubscribeLocalEvent<ConveyorComponent, BreakageEventArgs>(OnBreakage);
SubscribeLocalEvent<ConveyorComponent, SignalReceivedEvent>(OnSignalReceived);
SubscribeLocalEvent<ConveyorComponent, PowerChangedEvent>(OnPowerChanged);
base.Initialize();
}
private void OnInit(EntityUid uid, ConveyorComponent component, ComponentInit args)
{
_signalSystem.EnsureSinkPorts(uid, component.ReversePort, component.ForwardPort, component.OffPort);
if (PhysicsQuery.TryComp(uid, out var physics))
{
var shape = new PolygonShape();
shape.SetAsBox(0.55f, 0.55f);
_fixtures.TryCreateFixture(uid, shape, ConveyorFixture,
collisionLayer: (int) (CollisionGroup.LowImpassable | CollisionGroup.MidImpassable |
CollisionGroup.Impassable), hard: false, body: physics);
}
}
private void OnConveyorShutdown(EntityUid uid, ConveyorComponent component, ComponentShutdown args)
{
if (MetaData(uid).EntityLifeStage >= EntityLifeStage.Terminating)
return;
if (!PhysicsQuery.TryComp(uid, out var physics))
return;
_fixtures.DestroyFixture(uid, ConveyorFixture, body: physics);
}
private void OnBreakage(Entity<ConveyorComponent> ent, ref BreakageEventArgs args)
{
SetState(ent, ConveyorState.Off, ent);
}
private void OnPowerChanged(EntityUid uid, ConveyorComponent component, ref PowerChangedEvent args)
{
component.Powered = args.Powered;
UpdateAppearance(uid, component);
Dirty(uid, component);
}
private void UpdateAppearance(EntityUid uid, ConveyorComponent component)
{
_appearance.SetData(uid, ConveyorVisuals.State, component.Powered ? component.State : ConveyorState.Off);
}
private void OnSignalReceived(EntityUid uid, ConveyorComponent component, ref SignalReceivedEvent args)
{
if (args.Port == component.OffPort)
SetState(uid, ConveyorState.Off, component);
else if (args.Port == component.ForwardPort)
{
SetState(uid, ConveyorState.Forward, component);
}
else if (args.Port == component.ReversePort)
{
SetState(uid, ConveyorState.Reverse, component);
}
}
private void SetState(EntityUid uid, ConveyorState state, ConveyorComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
if (!_materialReclaimer.SetReclaimerEnabled(uid, state != ConveyorState.Off))
return;
component.State = state;
if (state != ConveyorState.Off)
{
WakeConveyed(uid);
}
UpdateAppearance(uid, component);
Dirty(uid, component);
}
/// <summary>
/// Awakens sleeping entities on the conveyor belt's tile when it's turned on.
/// Need this as we might activate under CollisionWake entities and need to forcefully check them.
/// </summary>
protected override void AwakenConveyor(Entity<TransformComponent?> ent)
{
if (!XformQuery.Resolve(ent.Owner, ref ent.Comp))
return;
var xform = ent.Comp;
var beltTileRef = xform.Coordinates.GetTileRef(EntityManager, MapManager);
if (beltTileRef != null)
{
Intersecting.Clear();
Lookup.GetLocalEntitiesIntersecting(beltTileRef.Value.GridUid, beltTileRef.Value.GridIndices, Intersecting, 0f, flags: LookupFlags.Dynamic | LookupFlags.Sundries | LookupFlags.Approximate);
foreach (var entity in Intersecting)
{
if (!PhysicsQuery.TryGetComponent(entity, out var physics))
continue;
if (physics.BodyType != BodyType.Static)
PhysicsSystem.WakeBody(entity, body: physics);
}
}
}
}