Files
tbd-station-14/Content.Server/Conveyor/ConveyorSystem.cs
Paul Ritter 512d6a38c3 get that crap outta here (completely rewrites inventorysystem) (#5807)
* some work

* equip: done
unequip: todo

* unequipping done & refactored events

* workin

* movin

* reee namespaces

* stun

* mobstate

* fixes

* some work on events

* removes serverside itemcomp & misc fixes

* work

* smol merge fix

* ports template to prototype & finishes ui

* moves relay & adds containerenumerator

* actions & cuffs

* my god what is actioncode

* more fixes

* im loosing my grasp on reality

* more fixes

* more work

* explosions

* yes

* more work

* more fixes

* merge master & misc fixed because i forgot to commit before merging master

* more fixes

* fixes

* moar

* more work

* moar fixes

* suffixmap

* more work on client

* motivation low

* no. no containers

* mirroring client to server

* fixes

* move serverinvcomp

* serverinventorycomponent is dead

* gaming

* only strippable & ai left...

* only ai and richtext left

* fixes ai

* fixes

* fixes sprite layers

* more fixes

* resolves optional

* yes

* stable™️

* fixes

* moar fixes

* moar

* fix some tests

* lmao

* no comment

* good to merge™️

* fixes build but for real

* adresses some reviews

* adresses some more reviews

* nullables, yo

* fixes lobbyscreen

* timid refactor to differentiate actor & target

* adresses more reviews

* more

* my god what a mess

* removed the rest of duplicates

* removed duplicate slotflags and renamed shoes to feet

* removes another unused one

* yes

* fixes lobby & makes tryunequip return unequipped item

* fixes

* some funny renames

* fixes

* misc improvements to attemptevents

* fixes

* merge fixes

Co-authored-by: Paul Ritter <ritter.paul1@gmail.com>
2021-12-30 22:56:10 +01:00

166 lines
5.7 KiB
C#

using System;
using System.Collections.Generic;
using Content.Server.MachineLinking.Events;
using Content.Server.MachineLinking.Models;
using Content.Server.Power.Components;
using Content.Server.Stunnable;
using Content.Shared.Conveyor;
using Content.Shared.Item;
using Content.Shared.MachineLinking;
using Content.Shared.Movement.Components;
using Content.Shared.Popups;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
namespace Content.Server.Conveyor
{
public class ConveyorSystem : EntitySystem
{
[Dependency] private StunSystem _stunSystem = default!;
[Dependency] private IEntityLookup _entityLookup = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ConveyorComponent, SignalReceivedEvent>(OnSignalReceived);
SubscribeLocalEvent<ConveyorComponent, PortDisconnectedEvent>(OnPortDisconnected);
SubscribeLocalEvent<ConveyorComponent, LinkAttemptEvent>(OnLinkAttempt);
SubscribeLocalEvent<ConveyorComponent, PowerChangedEvent>(OnPowerChanged);
}
private void OnPowerChanged(EntityUid uid, ConveyorComponent component, PowerChangedEvent args)
{
UpdateAppearance(component);
}
private void UpdateAppearance(ConveyorComponent component)
{
if (EntityManager.TryGetComponent<AppearanceComponent?>(component.Owner, out var appearance))
{
if (EntityManager.TryGetComponent<ApcPowerReceiverComponent?>(component.Owner, out var receiver) && receiver.Powered)
{
appearance.SetData(ConveyorVisuals.State, component.State);
}
else
{
appearance.SetData(ConveyorVisuals.State, ConveyorState.Off);
}
}
}
private void OnLinkAttempt(EntityUid uid, ConveyorComponent component, LinkAttemptEvent args)
{
if (args.TransmitterComponent.Outputs.GetPort(args.TransmitterPort).Signal is TwoWayLeverSignal signal &&
signal != TwoWayLeverSignal.Middle)
{
args.Cancel();
_stunSystem.TryParalyze(uid, TimeSpan.FromSeconds(2f), true);
component.Owner.PopupMessage(args.Attemptee, Loc.GetString("conveyor-component-failed-link"));
}
}
private void OnPortDisconnected(EntityUid uid, ConveyorComponent component, PortDisconnectedEvent args)
{
SetState(component, TwoWayLeverSignal.Middle);
}
private void OnSignalReceived(EntityUid uid, ConveyorComponent component, SignalReceivedEvent args)
{
switch (args.Port)
{
case "state":
SetState(component, (TwoWayLeverSignal) args.Value!);
break;
}
}
private void SetState(ConveyorComponent component, TwoWayLeverSignal signal)
{
component.State = signal switch
{
TwoWayLeverSignal.Left => ConveyorState.Reversed,
TwoWayLeverSignal.Middle => ConveyorState.Off,
TwoWayLeverSignal.Right => ConveyorState.Forward,
_ => ConveyorState.Off
};
UpdateAppearance(component);
}
public bool CanRun(ConveyorComponent component)
{
if (component.State == ConveyorState.Off)
{
return false;
}
if (EntityManager.TryGetComponent(component.Owner, out ApcPowerReceiverComponent? receiver) &&
!receiver.Powered)
{
return false;
}
if (EntityManager.HasComponent<SharedItemComponent>(component.Owner))
{
return false;
}
return true;
}
/// <summary>
/// Calculates the angle in which entities on top of this conveyor
/// belt are pushed in
/// </summary>
/// <returns>
/// The angle when taking into account if the conveyor is reversed
/// </returns>
public Angle GetAngle(ConveyorComponent component)
{
var adjustment = component.State == ConveyorState.Reversed ? MathHelper.Pi/2 : -MathHelper.Pi/2;
var radians = MathHelper.DegreesToRadians(component.Angle);
return new Angle(EntityManager.GetComponent<TransformComponent>(component.Owner).LocalRotation.Theta + radians + adjustment);
}
public IEnumerable<(EntityUid, IPhysBody)> GetEntitiesToMove(ConveyorComponent comp)
{
//todo uuuhhh cache this
foreach (var entity in _entityLookup.GetEntitiesIntersecting(comp.Owner, flags: LookupFlags.Approximate))
{
if (Deleted(entity))
{
continue;
}
if (entity == comp.Owner)
{
continue;
}
if (!EntityManager.TryGetComponent(entity, out IPhysBody? physics) ||
physics.BodyType == BodyType.Static || physics.BodyStatus == BodyStatus.InAir || entity.IsWeightless())
{
continue;
}
if (EntityManager.HasComponent<IMapGridComponent>(entity))
{
continue;
}
if (entity.IsInContainer())
{
continue;
}
yield return (entity, physics);
}
}
}
}