Files
tbd-station-14/Content.Server/GameObjects/Components/Recycling/RecyclerComponent.cs
metalgearsloth dc48b25a3b Named fixtures for banana peels (#3822)
* Named fixtures for banana peels

* Soaps and PDAs

* Update submodule
2021-04-13 20:57:29 +10:00

172 lines
5.0 KiB
C#

#nullable enable
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Conveyor;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Power.ApcNetComponents;
using Content.Server.Interfaces.Chat;
using Content.Server.Interfaces.GameObjects;
using Content.Server.Interfaces.GameTicking;
using Content.Server.Players;
using Content.Server.Utility;
using Content.Shared.GameObjects.Components.Body;
using Content.Shared.GameObjects.Components.Recycling;
using Content.Shared.Interfaces;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Recycling
{
// TODO: Add sound and safe beep
[RegisterComponent]
public class RecyclerComponent : Component, IStartCollide, ISuicideAct
{
public override string Name => "Recycler";
public List<IEntity> Intersecting { get; set; } = new();
/// <summary>
/// Whether or not sentient beings will be recycled
/// </summary>
[ViewVariables(VVAccess.ReadWrite)] [DataField("safe")]
private bool _safe = true;
/// <summary>
/// The percentage of material that will be recovered
/// </summary>
[ViewVariables(VVAccess.ReadWrite)] [DataField("efficiency")]
private float _efficiency = 0.25f;
private bool Powered =>
!Owner.TryGetComponent(out PowerReceiverComponent? receiver) ||
receiver.Powered;
private void Bloodstain()
{
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(RecyclerVisuals.Bloody, true);
}
}
private void Clean()
{
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(RecyclerVisuals.Bloody, false);
}
}
private bool CanGib(IEntity entity)
{
// We suppose this entity has a Recyclable component.
return entity.HasComponent<IBody>() && !_safe && Powered;
}
private void Recycle(IEntity entity)
{
if (!Intersecting.Contains(entity))
{
Intersecting.Add(entity);
}
// TODO: Prevent collision with recycled items
// Can only recycle things that are recyclable... And also check the safety of the thing to recycle.
if (!entity.TryGetComponent(out RecyclableComponent? recyclable) || !recyclable.Safe && _safe) return;
// Mobs are a special case!
if (CanGib(entity))
{
entity.GetComponent<IBody>().Gib(true);
Bloodstain();
return;
}
recyclable.Recycle(_efficiency);
}
public bool CanRun()
{
if (Owner.TryGetComponent(out PowerReceiverComponent? receiver) &&
!receiver.Powered)
{
return false;
}
if (Owner.HasComponent<ItemComponent>())
{
return false;
}
return true;
}
public bool CanMove(IEntity entity)
{
if (entity == Owner)
{
return false;
}
if (!entity.TryGetComponent(out IPhysBody? physics) ||
physics.BodyType == BodyType.Static)
{
return false;
}
if (entity.HasComponent<ConveyorComponent>())
{
return false;
}
if (entity.HasComponent<IMapGridComponent>())
{
return false;
}
if (entity.IsInContainer())
{
return false;
}
return true;
}
void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
{
Recycle(otherFixture.Body.Owner);
}
SuicideKind ISuicideAct.Suicide(IEntity victim, IChatManager chat)
{
var mind = victim.PlayerSession()?.ContentData()?.Mind;
if (mind != null)
{
IoCManager.Resolve<IGameTicker>().OnGhostAttempt(mind, false);
mind.OwnedEntity?.PopupMessage(Loc.GetString("You recycle yourself!"));
}
victim.PopupMessageOtherClients(Loc.GetString("{0:theName} tries to recycle {0:themself}!", victim));
if (victim.TryGetComponent<IBody>(out var body))
{
body.Gib(true);
}
Bloodstain();
return SuicideKind.Bloodloss;
}
}
}