* 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to test with * Add summaries to DisposalUnit fields * Add sideDegrees yaml property to disposal junctions * Fix outdated usings * Add conveyor resources * Update RobustToolbox * More merge fixes Add conveyor collision masks * Add ConveyorComponent * Fix crash when reentering a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>
209 lines
6.1 KiB
C#
209 lines
6.1 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Conveyor;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Conveyor
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{
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[RegisterComponent]
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public class ConveyorSwitchComponent : Component, IInteractHand, IInteractUsing, IActivate
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{
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public override string Name => "ConveyorSwitch";
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private ConveyorState _state;
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/// <summary>
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/// The current state of this switch
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/// </summary>
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[ViewVariables]
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public ConveyorState State
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{
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get => _state;
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private set
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{
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_state = value;
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if (Owner.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(ConveyorVisuals.State, value);
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}
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}
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}
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private ConveyorGroup? _group;
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public void Sync(ConveyorGroup group)
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{
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_group = group;
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if (State == ConveyorState.Loose)
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{
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return;
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}
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State = group.State == ConveyorState.Loose
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? ConveyorState.Off
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: group.State;
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}
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/// <summary>
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/// Disconnects this switch from any conveyors and other switches.
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/// </summary>
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private void Disconnect()
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{
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_group?.RemoveSwitch(this);
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_group = null;
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State = ConveyorState.Off;
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}
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/// <summary>
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/// Connects a conveyor to this switch.
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/// </summary>
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/// <param name="conveyor">The conveyor to be connected.</param>
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/// <param name="user">The user doing the connecting, if any.</param>
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public void Connect(ConveyorComponent conveyor, IEntity? user = null)
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{
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if (_group == null)
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{
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_group = new ConveyorGroup();
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_group.AddSwitch(this);
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}
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_group.AddConveyor(conveyor);
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user?.PopupMessage(user, Loc.GetString("Conveyor linked."));
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}
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/// <summary>
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/// Cycles this conveyor switch to its next valid state
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/// </summary>
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/// <returns>
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/// true if the switch can be operated and the state could be cycled,
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/// false otherwise
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/// </returns>
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private bool NextState()
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{
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State = State switch
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{
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ConveyorState.Off => ConveyorState.Forward,
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ConveyorState.Forward => ConveyorState.Reversed,
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ConveyorState.Reversed => ConveyorState.Off,
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ConveyorState.Loose => ConveyorState.Off,
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_ => throw new ArgumentOutOfRangeException()
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};
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_group?.SetState(this);
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return true;
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}
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/// <summary>
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/// Moves this switch to the group of another.
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/// </summary>
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/// <param name="other">The conveyor switch to synchronize with.</param>
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/// <param name="user">The user doing the syncing, if any.</param>
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private void SyncWith(ConveyorSwitchComponent other, IEntity? user = null)
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{
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other._group?.AddSwitch(this);
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if (user == null)
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{
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return;
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}
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Owner.PopupMessage(user, Loc.GetString("Switches synchronized."));
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataReadWriteFunction(
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"conveyors",
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new List<IEntity>(),
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conveyors =>
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{
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if (conveyors == null)
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{
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return;
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}
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foreach (var conveyor in conveyors)
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{
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if (!conveyor.TryGetComponent(out ConveyorComponent component))
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{
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continue;
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}
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Connect(component);
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}
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},
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() => _group?.Conveyors.Select(conveyor => conveyor.Owner));
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serializer.DataReadWriteFunction(
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"switches",
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new List<IEntity>(),
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switches =>
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{
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if (switches == null)
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{
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return;
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}
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foreach (var @switch in switches)
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{
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if (!@switch.TryGetComponent(out ConveyorSwitchComponent component))
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{
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continue;
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}
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component.SyncWith(this);
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}
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},
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() => _group?.Switches.Select(@switch => @switch.Owner));
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}
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public override void OnRemove()
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{
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base.OnRemove();
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Disconnect();
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}
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bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
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{
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return NextState();
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}
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bool IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (eventArgs.Using.TryGetComponent(out ConveyorComponent conveyor))
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{
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Connect(conveyor, eventArgs.User);
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return true;
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}
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if (eventArgs.Using.TryGetComponent(out ConveyorSwitchComponent otherSwitch))
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{
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SyncWith(otherSwitch, eventArgs.User);
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return true;
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}
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return true;
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}
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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NextState();
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}
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}
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}
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