* Add disposal.rsi * Rename disposal resource to disposal.rsi and create basic components * Add disposal nets * Add pushing entities along the disposal network * Add disposal unit * Unregister disposable component * Add flush and selfinsert verbs to disposal unit * Add gradual disposals movement * Fix being able to walk through space for a while after exiting disposals * Multiply disposals speed by 10 And fix early returns when moving an entity * Rename Disposable component to InDisposals * Remove DisposalNet and add on anchor events * Remove anchored events, moved to interfaces * Code cleanup * Fix adjacent tubes' connections when a tube connects * Fix jittery movement in disposals * Remove Logger.Debug call * Move disposals updates to InDisposalsComponent * Fix adjacent connection valid directions check * Disposal tubes now throw you out where they are facing * Add disposal unit exit cooldown * Set different disposal pipe sprite state depending on anchored value * Add recycler * Add recycler animation * Add bloody texture to the recycler when grinding a living being * Add PowerDevice component to the disposal unit * Made the Recycler center on the grid * Add disposal junction * Add picking a random direction if junction is entered from the output side * Add disposal flush and clang sounds Taken from VGStation * Move disposal flush and clang sound file names to exposedata * Add disposalsmap.yml to test with * Add summaries to DisposalUnit fields * Add sideDegrees yaml property to disposal junctions * Fix outdated usings * Add conveyor resources * Update RobustToolbox * More merge fixes Add conveyor collision masks * Add ConveyorComponent * Fix crash when reentering a body * Merge branch 'master' into disposals-1147 * Reduce recycler bounds, set hard to false, add summary and expose "safe" to yaml * Move IAnchored and IUnAnchored to AnchorableComponent * Update power components and remove old disposals map * Remove redundant sprite layers * Add tile pry command * Fix tilepry command * Fix DisposalJunctionComponent missing a component reference * Add anchor by radius command * Add Y-Junctions * Add disposal bend * Add unanchor command * Change DisposalJunction prototypes to specify their angles * Fix disposal units being hidden below the floor * Removed IAnhored and IUnAnchored interfaces * Replace CanBeNull annotation with nullable reference types * Update showwires command * Add recycler recycling items * Added angle and speed properties to ConveyorComponent * Fix conveyort textures * Add animation to the disposal unit * Fix anchor and unanchor commands sometimes not finding any entities * Fix not reading flush_time from disposal unit prototype * Fix merge conflict wrong using * Fix disposal, recycling and conveyor texture paths Delete diverters * Update visualizer names * Add DisposableComponent, change drag and drop to work with multiple components Ignoreinsideblocker client side for drag and drops, like on the server Add more comments * Add conveyor belts properly moving entities on top * Anchorr wires * Change conveyor bounds to 0.49 * Anchor catwalks, airlocks, gravity generators, low walls, wires and windows * Add starting/stopping conveyors * Add reversed conveyors * Add conveyor switches * Move InDisposalsComponent code to DisposableComponent * Add ExitVector method to tubes * Fix not updating tube references when disconnecting one * Replace IoCManager call with dependency * Add tubes disconnecting if they move too far apart from one another * Move disposals action blocking to shared * Add rotating and flipping pipes * Make conveyor intersection calculations approximate * Fix 1% chance of the server crashing when initializing the map Happens when emergency lockers remove themselves * Add disposal unit interface * Make disposal units refuse items if not powered * Make disposal tubes hide only when anchored * Make disposal junction arrows visible to mere mortals * Add disposal tubes breaking * Add tubeconnections command * Add missing verb attribute * Add flipped disposal junction * Add ids and linking to conveyors and switches * Add conveyor switch prying and placing * Add anchoring conveyor switches and refactor placing them * Add missing serializable attributes from DisposableComponentState * Make conveyor speed VV ReadWrite * Change drawdepth of conveyors to FloorObjects * Make conveyor anchored check consistent * Remove anchoring interaction from switches * Add conveyor switch id syncing and move switches slightly when pried * Make entities in containers not able to be moved by conveyors * Add conveyor and switches loose textures * Merge conflict fixes * Add disposal unit test * Add flushing test to disposal unit test * Add disposal unit flush fail test * Add disposals to the saltern map * Fix saltern disposal junctions * Add power checks to the recycler * Fix disposal unit placement in maintenance closet * Remove disposal junctions from saltern * Readd junctions to saltern * Add the chemmaster to saltern at the request of Ike * Move the chemistry disposal unit * Fix casing of disposal flush sound * More merge conflict fixes * Fix a compiler warning. * Remove popup invocation from buckle * Remove showPopup parameter from InteractionChecks * Remove unnecessary physics components Fixes the physics system dying * Replace PhysicsComponent usages with CollidableComponent * Update existing code for the new controller system * Change conveyors to use a VirtualController instead of teleporting the entity * Remove visualizer 2d suffix and update physics code * Transition code to new controller system * Fix shuttles not moving * Fix throwing * Fix guns * Change hands to use physics.Stop() and remove item fumble method * Add syncing conveyor switches states * Fix the recycler wanting to be a conveyor too hard * Fix showwires > showsubfloor rename in mapping command * Fix wifi air conveyors * Fix test error * Add showsubfloorforever command Changes drawdepth of the relevant entities * Disable opening the disposal unit interface while inside * Add closing the disposal unit interface when getting inside * Add closing the interface when the disposal unit component is removed * Add removing entities on disposal unit component removal * Delay disposal unit flush and fix serialization * Implement pressure in disposal units * Fix chain engaging a disposal unit * Implement states to the disposal unit * Fix missing imports from merge conflict * Update Content.Server/GameObjects/Components/Conveyor/ConveyorComponent.cs Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Address some reviews * Fix za buildo * Use container helper to detach disposables * Make conveyors use the construction system * Make conveyor groups and syncing sane * Make flip flip brave * Add activate interface to conveyor switches * Fix not removing the switch from its group when it's deleted * Fix not registering conveyors and switches on initialize * Stop using 0 as null * Disconnect conveyors and switches when disposing of a group * Make disposal units not able to be exited when flushing * Make disposal units flush after a configurable 30 seconds * Add handle and light layers to the disposal unit * Merge engaging and flushing * Update saltern.yml * I love using 0 as null * Make disposal unit visual layers make sense * Remove duplicate remove method in disposal units and update light * Replace DisposableComponent with disposal holders * Fix disposal holders deleting their contents on deletion * Account for disposal unit pressure in tests and make a failed flush autoengage * Rename disposable to holder * Fix junction connections * Disable self insert and flush verbs when inside a disposal unit * Fix spamming the engage button making the animation reset * Make the recycler take materials into account properly Fix cablestack1 not existing * Merge conflict fixes * Fix pipes not being saved anchored * Change conveyors and groups to not use an id Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
165 lines
5.7 KiB
C#
165 lines
5.7 KiB
C#
using System;
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using JetBrains.Annotations;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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using Robust.Client.GameObjects.Components.Animations;
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using Robust.Client.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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using static Content.Shared.GameObjects.Components.Disposal.SharedDisposalUnitComponent;
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namespace Content.Client.GameObjects.Components.Disposal
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{
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[UsedImplicitly]
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public class DisposalUnitVisualizer : AppearanceVisualizer
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{
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private const string AnimationKey = "disposal_unit_animation";
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private string _stateAnchored;
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private string _stateUnAnchored;
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private string _overlayCharging;
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private string _overlayReady;
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private string _overlayFull;
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private string _overlayEngaged;
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private string _stateFlush;
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private Animation _flushAnimation;
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private void ChangeState(AppearanceComponent appearance)
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{
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if (!appearance.TryGetData(Visuals.VisualState, out VisualState state))
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{
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return;
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}
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if (!appearance.Owner.TryGetComponent(out ISpriteComponent sprite))
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{
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return;
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}
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switch (state)
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{
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case VisualState.UnAnchored:
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sprite.LayerSetState(DisposalUnitVisualLayers.Base, _stateUnAnchored);
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break;
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case VisualState.Anchored:
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sprite.LayerSetState(DisposalUnitVisualLayers.Base, _stateAnchored);
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break;
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case VisualState.Flushing:
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sprite.LayerSetState(DisposalUnitVisualLayers.Base, _stateAnchored);
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var animPlayer = appearance.Owner.GetComponent<AnimationPlayerComponent>();
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if (!animPlayer.HasRunningAnimation(AnimationKey))
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{
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animPlayer.Play(_flushAnimation, AnimationKey);
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}
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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if (!appearance.TryGetData(Visuals.Handle, out HandleState handleState))
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{
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handleState = HandleState.Normal;
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}
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sprite.LayerSetVisible(DisposalUnitVisualLayers.Handle, handleState != HandleState.Normal);
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switch (handleState)
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{
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case HandleState.Normal:
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break;
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case HandleState.Engaged:
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sprite.LayerSetState(DisposalUnitVisualLayers.Handle, _overlayEngaged);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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if (!appearance.TryGetData(Visuals.Light, out LightState lightState))
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{
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lightState = LightState.Off;
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}
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sprite.LayerSetVisible(DisposalUnitVisualLayers.Light, lightState != LightState.Off);
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switch (lightState)
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{
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case LightState.Off:
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break;
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case LightState.Charging:
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sprite.LayerSetState(DisposalUnitVisualLayers.Light, _overlayCharging);
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break;
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case LightState.Full:
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sprite.LayerSetState(DisposalUnitVisualLayers.Light, _overlayFull);
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break;
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case LightState.Ready:
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sprite.LayerSetState(DisposalUnitVisualLayers.Light, _overlayReady);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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public override void LoadData(YamlMappingNode node)
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{
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base.LoadData(node);
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_stateAnchored = node.GetNode("state_anchored").AsString();
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_stateUnAnchored = node.GetNode("state_unanchored").AsString();
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_overlayCharging = node.GetNode("overlay_charging").AsString();
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_overlayReady = node.GetNode("overlay_ready").AsString();
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_overlayFull = node.GetNode("overlay_full").AsString();
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_overlayEngaged = node.GetNode("overlay_engaged").AsString();
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_stateFlush = node.GetNode("state_flush").AsString();
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var flushSound = node.GetNode("flush_sound").AsString();
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var flushTime = node.GetNode("flush_time").AsFloat();
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_flushAnimation = new Animation {Length = TimeSpan.FromSeconds(flushTime)};
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var flick = new AnimationTrackSpriteFlick();
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_flushAnimation.AnimationTracks.Add(flick);
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flick.LayerKey = DisposalUnitVisualLayers.Base;
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flick.KeyFrames.Add(new AnimationTrackSpriteFlick.KeyFrame(_stateFlush, 0));
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var sound = new AnimationTrackPlaySound();
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_flushAnimation.AnimationTracks.Add(sound);
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sound.KeyFrames.Add(new AnimationTrackPlaySound.KeyFrame(flushSound, 0));
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}
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public override void InitializeEntity(IEntity entity)
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{
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base.InitializeEntity(entity);
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entity.EnsureComponent<AnimationPlayerComponent>();
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var appearance = entity.EnsureComponent<AppearanceComponent>();
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ChangeState(appearance);
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}
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public override void OnChangeData(AppearanceComponent component)
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{
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base.OnChangeData(component);
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if (component.Owner.Deleted)
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{
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return;
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}
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ChangeState(component);
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}
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}
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public enum DisposalUnitVisualLayers
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{
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Base,
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Handle,
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Light
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}
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}
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