* 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to test with * Add summaries to DisposalUnit fields * Add sideDegrees yaml property to disposal junctions * Fix outdated usings * Add conveyor resources * Update RobustToolbox * More merge fixes Add conveyor collision masks * Add ConveyorComponent * Fix crash when reentering a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>
564 lines
16 KiB
C#
564 lines
16 KiB
C#
#nullable enable
|
|
using System;
|
|
using System.Collections.Generic;
|
|
using System.Linq;
|
|
using System.Threading;
|
|
using Content.Server.GameObjects.Components.GUI;
|
|
using Content.Server.GameObjects.Components.Power.ApcNetComponents;
|
|
using Content.Server.Interfaces;
|
|
using Content.Server.Interfaces.GameObjects.Components.Items;
|
|
using Content.Shared.GameObjects;
|
|
using Content.Shared.GameObjects.Components.Disposal;
|
|
using Content.Shared.GameObjects.EntitySystems;
|
|
using Content.Shared.Interfaces.GameObjects.Components;
|
|
using Robust.Server.GameObjects;
|
|
using Robust.Server.GameObjects.Components.Container;
|
|
using Robust.Server.GameObjects.Components.UserInterface;
|
|
using Robust.Server.GameObjects.EntitySystems;
|
|
using Robust.Server.Interfaces.GameObjects;
|
|
using Robust.Shared.Audio;
|
|
using Robust.Shared.Containers;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.GameObjects.Components;
|
|
using Robust.Shared.GameObjects.Components.Transform;
|
|
using Robust.Shared.GameObjects.Systems;
|
|
using Robust.Shared.Interfaces.GameObjects;
|
|
using Robust.Shared.Interfaces.Timing;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Localization;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.ViewVariables;
|
|
using Timer = Robust.Shared.Timers.Timer;
|
|
|
|
namespace Content.Server.GameObjects.Components.Disposal
|
|
{
|
|
[RegisterComponent]
|
|
[ComponentReference(typeof(IInteractUsing))]
|
|
public class DisposalUnitComponent : SharedDisposalUnitComponent, IInteractHand, IInteractUsing, IDragDropOn
|
|
{
|
|
#pragma warning disable 649
|
|
[Dependency] private readonly IServerNotifyManager _notifyManager = default!;
|
|
#pragma warning restore 649
|
|
|
|
public override string Name => "DisposalUnit";
|
|
|
|
/// <summary>
|
|
/// The delay for an entity trying to move out of this unit.
|
|
/// </summary>
|
|
private static readonly TimeSpan ExitAttemptDelay = TimeSpan.FromSeconds(0.5);
|
|
|
|
/// <summary>
|
|
/// Last time that an entity tried to exit this disposal unit.
|
|
/// </summary>
|
|
private TimeSpan _lastExitAttempt;
|
|
|
|
/// <summary>
|
|
/// The current pressure of this disposal unit.
|
|
/// Prevents it from flushing if it is not equal to or bigger than 1.
|
|
/// </summary>
|
|
private float _pressure;
|
|
|
|
private bool _engaged;
|
|
|
|
[ViewVariables]
|
|
private TimeSpan _engageTime;
|
|
|
|
[ViewVariables]
|
|
private TimeSpan _automaticEngageTime;
|
|
|
|
/// <summary>
|
|
/// Token used to cancel the automatic engage of a disposal unit
|
|
/// after an entity enters it.
|
|
/// </summary>
|
|
private CancellationTokenSource? _automaticEngageToken;
|
|
|
|
/// <summary>
|
|
/// Container of entities inside this disposal unit.
|
|
/// </summary>
|
|
[ViewVariables]
|
|
private Container _container = default!;
|
|
|
|
[ViewVariables] public IReadOnlyList<IEntity> ContainedEntities => _container.ContainedEntities;
|
|
|
|
[ViewVariables]
|
|
private BoundUserInterface _userInterface = default!;
|
|
|
|
[ViewVariables]
|
|
public bool Powered =>
|
|
!Owner.TryGetComponent(out PowerReceiverComponent receiver) ||
|
|
receiver.Powered;
|
|
|
|
[ViewVariables]
|
|
public bool Anchored =>
|
|
!Owner.TryGetComponent(out CollidableComponent collidable) ||
|
|
collidable.Anchored;
|
|
|
|
[ViewVariables]
|
|
private State State => _pressure >= 1 ? State.Ready : State.Pressurizing;
|
|
|
|
[ViewVariables]
|
|
private bool Engaged
|
|
{
|
|
get => _engaged;
|
|
set
|
|
{
|
|
var oldEngaged = _engaged;
|
|
_engaged = value;
|
|
|
|
if (oldEngaged == value)
|
|
{
|
|
return;
|
|
}
|
|
|
|
UpdateVisualState();
|
|
}
|
|
}
|
|
|
|
public bool CanInsert(IEntity entity)
|
|
{
|
|
if (!Powered || !Anchored)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!entity.HasComponent<ItemComponent>() &&
|
|
!entity.HasComponent<SpeciesComponent>())
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return _container.CanInsert(entity);
|
|
}
|
|
|
|
private void AfterInsert(IEntity entity)
|
|
{
|
|
_automaticEngageToken = new CancellationTokenSource();
|
|
|
|
Timer.Spawn(_automaticEngageTime, () => TryFlush(), _automaticEngageToken.Token);
|
|
|
|
if (entity.TryGetComponent(out IActorComponent actor))
|
|
{
|
|
_userInterface.Close(actor.playerSession);
|
|
}
|
|
|
|
UpdateVisualState();
|
|
}
|
|
|
|
public bool TryInsert(IEntity entity)
|
|
{
|
|
if (!CanInsert(entity) || !_container.Insert(entity))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
AfterInsert(entity);
|
|
|
|
return true;
|
|
}
|
|
|
|
private bool TryDrop(IEntity user, IEntity entity)
|
|
{
|
|
if (!user.TryGetComponent(out HandsComponent hands))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!CanInsert(entity) || !hands.Drop(entity, _container))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
AfterInsert(entity);
|
|
|
|
return true;
|
|
}
|
|
|
|
private void Remove(IEntity entity)
|
|
{
|
|
_container.Remove(entity);
|
|
|
|
if (ContainedEntities.Count == 0)
|
|
{
|
|
_automaticEngageToken?.Cancel();
|
|
_automaticEngageToken = null;
|
|
}
|
|
|
|
UpdateVisualState();
|
|
}
|
|
|
|
private bool CanFlush()
|
|
{
|
|
return _pressure >= 1 && Powered && Anchored;
|
|
}
|
|
|
|
public bool TryFlush()
|
|
{
|
|
if (!CanFlush())
|
|
{
|
|
Engaged = true;
|
|
return false;
|
|
}
|
|
|
|
var snapGrid = Owner.GetComponent<SnapGridComponent>();
|
|
var entry = snapGrid
|
|
.GetLocal()
|
|
.FirstOrDefault(entity => entity.HasComponent<DisposalEntryComponent>());
|
|
|
|
if (entry == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var entryComponent = entry.GetComponent<DisposalEntryComponent>();
|
|
var entities = _container.ContainedEntities.ToList();
|
|
foreach (var entity in _container.ContainedEntities.ToList())
|
|
{
|
|
_container.Remove(entity);
|
|
}
|
|
|
|
entryComponent.TryInsert(entities);
|
|
|
|
_automaticEngageToken?.Cancel();
|
|
_automaticEngageToken = null;
|
|
|
|
_pressure = 0;
|
|
|
|
Engaged = false;
|
|
|
|
UpdateVisualState(true);
|
|
UpdateInterface();
|
|
|
|
return true;
|
|
}
|
|
|
|
private void TryEjectContents()
|
|
{
|
|
foreach (var entity in _container.ContainedEntities.ToArray())
|
|
{
|
|
Remove(entity);
|
|
}
|
|
}
|
|
|
|
private void TogglePower()
|
|
{
|
|
if (!Owner.TryGetComponent(out PowerReceiverComponent receiver))
|
|
{
|
|
return;
|
|
}
|
|
|
|
receiver.PowerDisabled = !receiver.PowerDisabled;
|
|
UpdateInterface();
|
|
}
|
|
|
|
private DisposalUnitBoundUserInterfaceState GetInterfaceState()
|
|
{
|
|
return new DisposalUnitBoundUserInterfaceState(Owner.Name, Loc.GetString($"{State}"), _pressure, Powered);
|
|
}
|
|
|
|
private void UpdateInterface()
|
|
{
|
|
var state = GetInterfaceState();
|
|
_userInterface.SetState(state);
|
|
}
|
|
|
|
private bool PlayerCanUse(IEntity player)
|
|
{
|
|
if (player == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!ActionBlockerSystem.CanInteract(player) ||
|
|
!ActionBlockerSystem.CanUse(player))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
private void OnUiReceiveMessage(ServerBoundUserInterfaceMessage obj)
|
|
{
|
|
if (obj.Session.AttachedEntity == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!PlayerCanUse(obj.Session.AttachedEntity))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!(obj.Message is UiButtonPressedMessage message))
|
|
{
|
|
return;
|
|
}
|
|
|
|
switch (message.Button)
|
|
{
|
|
case UiButton.Eject:
|
|
TryEjectContents();
|
|
break;
|
|
case UiButton.Engage:
|
|
TryFlush();
|
|
break;
|
|
case UiButton.Power:
|
|
TogglePower();
|
|
EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Machines/machine_switch.ogg", Owner, AudioParams.Default.WithVolume(-2f));
|
|
|
|
break;
|
|
default:
|
|
throw new ArgumentOutOfRangeException();
|
|
}
|
|
}
|
|
|
|
private void UpdateVisualState()
|
|
{
|
|
UpdateVisualState(false);
|
|
}
|
|
|
|
private void UpdateVisualState(bool flush)
|
|
{
|
|
if (!Owner.TryGetComponent(out AppearanceComponent appearance))
|
|
{
|
|
return;
|
|
}
|
|
|
|
appearance.SetData(Visuals.Handle, Engaged
|
|
? HandleState.Engaged
|
|
: HandleState.Normal);
|
|
|
|
if (!Anchored)
|
|
{
|
|
appearance.SetData(Visuals.VisualState, VisualState.UnAnchored);
|
|
appearance.SetData(Visuals.Handle, HandleState.Normal);
|
|
appearance.SetData(Visuals.Light, LightState.Off);
|
|
return;
|
|
}
|
|
|
|
if (flush)
|
|
{
|
|
appearance.SetData(Visuals.VisualState, VisualState.Flushing);
|
|
appearance.SetData(Visuals.Light, LightState.Off);
|
|
}
|
|
else
|
|
{
|
|
appearance.SetData(Visuals.VisualState, VisualState.Anchored);
|
|
|
|
if (ContainedEntities.Count > 0)
|
|
{
|
|
appearance.SetData(Visuals.Light, LightState.Full);
|
|
return;
|
|
}
|
|
|
|
appearance.SetData(Visuals.Light, _pressure < 1
|
|
? LightState.Charging
|
|
: LightState.Ready);
|
|
}
|
|
}
|
|
|
|
public void Update(float frameTime)
|
|
{
|
|
if (!Powered)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var oldPressure = _pressure;
|
|
|
|
_pressure = _pressure + frameTime > 1
|
|
? 1
|
|
: _pressure + 0.05f * frameTime;
|
|
|
|
if (oldPressure < 1 && _pressure >= 1)
|
|
{
|
|
UpdateVisualState();
|
|
|
|
if (Engaged)
|
|
{
|
|
TryFlush();
|
|
}
|
|
}
|
|
|
|
UpdateInterface();
|
|
}
|
|
|
|
public override void ExposeData(ObjectSerializer serializer)
|
|
{
|
|
base.ExposeData(serializer);
|
|
|
|
serializer.DataReadWriteFunction(
|
|
"pressure",
|
|
1.0f,
|
|
pressure => _pressure = pressure,
|
|
() => _pressure);
|
|
|
|
serializer.DataReadWriteFunction(
|
|
"engageTime",
|
|
2,
|
|
seconds => _engageTime = TimeSpan.FromSeconds(seconds),
|
|
() => (int) _engageTime.TotalSeconds);
|
|
|
|
serializer.DataReadWriteFunction(
|
|
"automaticEngageTime",
|
|
30,
|
|
seconds => _automaticEngageTime = TimeSpan.FromSeconds(seconds),
|
|
() => (int) _automaticEngageTime.TotalSeconds);
|
|
}
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
|
|
_container = ContainerManagerComponent.Ensure<Container>(Name, Owner);
|
|
_userInterface = Owner.GetComponent<ServerUserInterfaceComponent>()
|
|
.GetBoundUserInterface(DisposalUnitUiKey.Key);
|
|
_userInterface.OnReceiveMessage += OnUiReceiveMessage;
|
|
|
|
UpdateInterface();
|
|
}
|
|
|
|
protected override void Startup()
|
|
{
|
|
base.Startup();
|
|
|
|
Owner.EnsureComponent<AnchorableComponent>();
|
|
var collidable = Owner.EnsureComponent<CollidableComponent>();
|
|
|
|
collidable.AnchoredChanged += UpdateVisualState;
|
|
UpdateVisualState();
|
|
}
|
|
|
|
public override void OnRemove()
|
|
{
|
|
foreach (var entity in _container.ContainedEntities.ToArray())
|
|
{
|
|
_container.ForceRemove(entity);
|
|
}
|
|
|
|
_userInterface.CloseAll();
|
|
|
|
_automaticEngageToken?.Cancel();
|
|
_automaticEngageToken = null;
|
|
|
|
_container = null!;
|
|
|
|
base.OnRemove();
|
|
}
|
|
|
|
public override void HandleMessage(ComponentMessage message, IComponent? component)
|
|
{
|
|
base.HandleMessage(message, component);
|
|
|
|
switch (message)
|
|
{
|
|
case RelayMovementEntityMessage msg:
|
|
var timing = IoCManager.Resolve<IGameTiming>();
|
|
if (Engaged ||
|
|
!msg.Entity.HasComponent<HandsComponent>() ||
|
|
timing.CurTime < _lastExitAttempt + ExitAttemptDelay)
|
|
{
|
|
break;
|
|
}
|
|
|
|
_lastExitAttempt = timing.CurTime;
|
|
Remove(msg.Entity);
|
|
break;
|
|
}
|
|
}
|
|
|
|
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
|
|
{
|
|
if (!ActionBlockerSystem.CanInteract(eventArgs.User))
|
|
{
|
|
_notifyManager.PopupMessage(Owner.Transform.GridPosition, eventArgs.User,
|
|
Loc.GetString("You can't do that!"));
|
|
return false;
|
|
}
|
|
|
|
if (ContainerHelpers.IsInContainer(eventArgs.User))
|
|
{
|
|
_notifyManager.PopupMessage(Owner.Transform.GridPosition, eventArgs.User,
|
|
Loc.GetString("You can't reach there!"));
|
|
return false;
|
|
}
|
|
|
|
if (!eventArgs.User.TryGetComponent(out IActorComponent actor))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!eventArgs.User.HasComponent<IHandsComponent>())
|
|
{
|
|
_notifyManager.PopupMessage(Owner.Transform.GridPosition, eventArgs.User,
|
|
Loc.GetString("You have no hands!"));
|
|
return false;
|
|
}
|
|
|
|
_userInterface.Open(actor.playerSession);
|
|
return true;
|
|
}
|
|
|
|
bool IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
|
|
{
|
|
return TryDrop(eventArgs.User, eventArgs.Using);
|
|
}
|
|
|
|
bool IDragDropOn.CanDragDropOn(DragDropEventArgs eventArgs)
|
|
{
|
|
return CanInsert(eventArgs.Dropped);
|
|
}
|
|
|
|
bool IDragDropOn.DragDropOn(DragDropEventArgs eventArgs)
|
|
{
|
|
return TryInsert(eventArgs.Dropped);
|
|
}
|
|
|
|
[Verb]
|
|
private sealed class SelfInsertVerb : Verb<DisposalUnitComponent>
|
|
{
|
|
protected override void GetData(IEntity user, DisposalUnitComponent component, VerbData data)
|
|
{
|
|
data.Visibility = VerbVisibility.Invisible;
|
|
|
|
if (!ActionBlockerSystem.CanInteract(user) ||
|
|
component.ContainedEntities.Contains(user))
|
|
{
|
|
return;
|
|
}
|
|
|
|
data.Visibility = VerbVisibility.Visible;
|
|
data.Text = Loc.GetString("Jump inside");
|
|
}
|
|
|
|
protected override void Activate(IEntity user, DisposalUnitComponent component)
|
|
{
|
|
component.TryInsert(user);
|
|
}
|
|
}
|
|
|
|
[Verb]
|
|
private sealed class FlushVerb : Verb<DisposalUnitComponent>
|
|
{
|
|
protected override void GetData(IEntity user, DisposalUnitComponent component, VerbData data)
|
|
{
|
|
data.Visibility = VerbVisibility.Invisible;
|
|
|
|
if (!ActionBlockerSystem.CanInteract(user) ||
|
|
component.ContainedEntities.Contains(user))
|
|
{
|
|
return;
|
|
}
|
|
|
|
data.Visibility = VerbVisibility.Visible;
|
|
data.Text = Loc.GetString("Flush");
|
|
}
|
|
|
|
protected override void Activate(IEntity user, DisposalUnitComponent component)
|
|
{
|
|
component.TryFlush();
|
|
}
|
|
}
|
|
}
|
|
}
|