* 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to test with * Add summaries to DisposalUnit fields * Add sideDegrees yaml property to disposal junctions * Fix outdated usings * Add conveyor resources * Update RobustToolbox * More merge fixes Add conveyor collision masks * Add ConveyorComponent * Fix crash when reentering a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>
203 lines
5.6 KiB
C#
203 lines
5.6 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Server.GameObjects.Components.Conveyor;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Construction;
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using Content.Shared.GameObjects.Components.Recycling;
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using Content.Shared.Physics;
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using Robust.Server.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Components.Map;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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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.Recycling
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{
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// TODO: Add sound and safe beep
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[RegisterComponent]
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public class RecyclerComponent : Component, ICollideBehavior
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{
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#pragma warning disable 649
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[Dependency] private readonly IEntityManager _entityManager = default!;
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#pragma warning restore 649
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public override string Name => "Recycler";
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/// <summary>
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/// Whether or not sentient beings will be recycled
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/// </summary>
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[ViewVariables]
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private bool _safe;
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/// <summary>
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/// The percentage of material that will be recovered
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/// </summary>
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[ViewVariables]
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private int _efficiency; // TODO
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private bool Powered =>
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!Owner.TryGetComponent(out PowerReceiverComponent receiver) ||
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receiver.Powered;
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private void Bloodstain()
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{
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if (Owner.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(RecyclerVisuals.Bloody, true);
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}
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}
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private void Clean()
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{
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if (Owner.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(RecyclerVisuals.Bloody, false);
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}
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}
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private bool CanGib(IEntity entity)
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{
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return entity.HasComponent<SpeciesComponent>() &&
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!_safe &&
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Powered;
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}
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private bool CanRecycle(IEntity entity, [MaybeNullWhen(false)] out ConstructionPrototype prototype)
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{
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prototype = null;
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var constructionSystem = EntitySystem.Get<ConstructionSystem>();
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var entityId = entity.MetaData.EntityPrototype?.ID;
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if (entityId == null ||
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!constructionSystem.CraftRecipes.TryGetValue(entityId, out prototype))
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{
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return false;
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}
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return Powered;
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}
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private void Recycle(IEntity entity)
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{
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// TODO: Prevent collision with recycled items
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if (CanGib(entity))
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{
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entity.Delete(); // TODO: Gib
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Bloodstain();
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return;
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}
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if (!CanRecycle(entity, out var prototype))
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{
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return;
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}
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var constructionSystem = EntitySystem.Get<ConstructionSystem>();
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var recyclerPosition = Owner.Transform.MapPosition;
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foreach (var stage in prototype.Stages)
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{
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if (!(stage.Forward is ConstructionStepMaterial step))
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{
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continue;
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}
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constructionSystem.SpawnIngredient(recyclerPosition, step);
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}
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entity.Delete();
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}
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private bool CanRun()
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{
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if (Owner.TryGetComponent(out PowerReceiverComponent receiver) &&
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!receiver.Powered)
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{
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return false;
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}
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if (Owner.HasComponent<ItemComponent>())
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{
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return false;
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}
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return true;
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}
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private bool CanMove(IEntity entity)
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{
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if (entity == Owner)
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{
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return false;
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}
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if (!entity.TryGetComponent(out ICollidableComponent collidable) ||
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collidable.Anchored)
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{
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return false;
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}
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if (entity.HasComponent<ConveyorComponent>())
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{
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return false;
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}
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if (entity.HasComponent<IMapGridComponent>())
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{
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return false;
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}
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if (ContainerHelpers.IsInContainer(entity))
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{
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return false;
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}
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return true;
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}
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public void Update(float frameTime)
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{
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if (!CanRun())
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{
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return;
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}
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var intersecting = _entityManager.GetEntitiesIntersecting(Owner, true);
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var direction = Vector2.UnitX;
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foreach (var entity in intersecting)
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{
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if (!CanMove(entity))
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{
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continue;
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}
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if (entity.TryGetComponent(out ICollidableComponent collidable))
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{
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var controller = collidable.EnsureController<ConveyedController>();
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controller.Move(direction, frameTime);
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}
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}
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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.DataField(ref _safe, "safe", true);
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serializer.DataField(ref _efficiency, "efficiency", 25);
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}
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void ICollideBehavior.CollideWith(IEntity collidedWith)
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{
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Recycle(collidedWith);
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}
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}
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}
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