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- using System.Diagnostics.CodeAnalysis;
- using System.Linq;
- using Content.Server.Administration.Logs;
- using Content.Server.Atmos.EntitySystems;
- using Content.Server.Containers;
- using Content.Server.Disposal.Tube;
- using Content.Server.Disposal.Tube.Components;
- using Content.Server.Disposal.Unit.Components;
- using Content.Server.Popups;
- using Content.Server.Power.Components;
- using Content.Server.Power.EntitySystems;
- using Content.Shared.ActionBlocker;
- using Content.Shared.Atmos;
- using Content.Shared.Database;
- using Content.Shared.Destructible;
- using Content.Shared.Disposal;
- using Content.Shared.Disposal.Components;
- using Content.Shared.DoAfter;
- using Content.Shared.DragDrop;
- using Content.Shared.Emag.Systems;
- using Content.Shared.Explosion;
- using Content.Shared.Hands.Components;
- using Content.Shared.Hands.EntitySystems;
- using Content.Shared.IdentityManagement;
- using Content.Shared.Interaction;
- using Content.Shared.Item;
- using Content.Shared.Movement.Events;
- using Content.Shared.Popups;
- using Content.Shared.Power;
- using Content.Shared.Verbs;
- using Robust.Server.Audio;
- using Robust.Server.GameObjects;
- using Robust.Shared.Containers;
- using Robust.Shared.GameStates;
- using Robust.Shared.Map.Components;
- using Robust.Shared.Physics.Components;
- using Robust.Shared.Physics.Events;
- using Robust.Shared.Player;
- using Robust.Shared.Utility;
- namespace Content.Server.Disposal.Unit.EntitySystems;
- public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
- {
- [Dependency] private readonly IAdminLogManager _adminLogger = default!;
- [Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
- [Dependency] private readonly AppearanceSystem _appearance = default!;
- [Dependency] private readonly AtmosphereSystem _atmosSystem = default!;
- [Dependency] private readonly AudioSystem _audioSystem = default!;
- [Dependency] private readonly DisposalTubeSystem _disposalTubeSystem = default!;
- [Dependency] private readonly EntityLookupSystem _lookup = default!;
- [Dependency] private readonly PopupSystem _popupSystem = default!;
- [Dependency] private readonly PowerReceiverSystem _power = default!;
- [Dependency] private readonly SharedContainerSystem _containerSystem = default!;
- [Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
- [Dependency] private readonly SharedHandsSystem _handsSystem = default!;
- [Dependency] private readonly TransformSystem _transformSystem = default!;
- [Dependency] private readonly UserInterfaceSystem _ui = default!;
- [Dependency] private readonly SharedMapSystem _map = default!;
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<DisposalUnitComponent, ComponentGetState>(OnGetState);
- SubscribeLocalEvent<DisposalUnitComponent, PreventCollideEvent>(OnPreventCollide);
- SubscribeLocalEvent<DisposalUnitComponent, CanDropTargetEvent>(OnCanDragDropOn);
- SubscribeLocalEvent<DisposalUnitComponent, GotEmaggedEvent>(OnEmagged);
- // Shouldn't need re-anchoring.
- SubscribeLocalEvent<DisposalUnitComponent, AnchorStateChangedEvent>(OnAnchorChanged);
- // TODO: Predict me when hands predicted
- SubscribeLocalEvent<DisposalUnitComponent, ContainerRelayMovementEntityEvent>(OnMovement);
- SubscribeLocalEvent<DisposalUnitComponent, PowerChangedEvent>(OnPowerChange);
- SubscribeLocalEvent<DisposalUnitComponent, ComponentInit>(OnDisposalInit);
- SubscribeLocalEvent<DisposalUnitComponent, ActivateInWorldEvent>(OnActivate);
- SubscribeLocalEvent<DisposalUnitComponent, AfterInteractUsingEvent>(OnAfterInteractUsing);
- SubscribeLocalEvent<DisposalUnitComponent, DragDropTargetEvent>(OnDragDropOn);
- SubscribeLocalEvent<DisposalUnitComponent, DestructionEventArgs>(OnDestruction);
- SubscribeLocalEvent<DisposalUnitComponent, BeforeExplodeEvent>(OnExploded);
- SubscribeLocalEvent<DisposalUnitComponent, GetVerbsEvent<InteractionVerb>>(AddInsertVerb);
- SubscribeLocalEvent<DisposalUnitComponent, GetVerbsEvent<AlternativeVerb>>(AddDisposalAltVerbs);
- SubscribeLocalEvent<DisposalUnitComponent, GetVerbsEvent<Verb>>(AddClimbInsideVerb);
- SubscribeLocalEvent<DisposalUnitComponent, DisposalDoAfterEvent>(OnDoAfter);
- SubscribeLocalEvent<DisposalUnitComponent, BeforeThrowInsertEvent>(OnThrowInsert);
- SubscribeLocalEvent<DisposalUnitComponent, SharedDisposalUnitComponent.UiButtonPressedMessage>(OnUiButtonPressed);
- }
- private void OnGetState(EntityUid uid, DisposalUnitComponent component, ref ComponentGetState args)
- {
- args.State = new DisposalUnitComponentState(
- component.FlushSound,
- component.State,
- component.NextPressurized,
- component.AutomaticEngageTime,
- component.NextFlush,
- component.Powered,
- component.Engaged,
- GetNetEntityList(component.RecentlyEjected));
- }
- private void AddDisposalAltVerbs(EntityUid uid, SharedDisposalUnitComponent component, GetVerbsEvent<AlternativeVerb> args)
- {
- if (!args.CanAccess || !args.CanInteract)
- return;
- // Behavior for if the disposals bin has items in it
- if (component.Container.ContainedEntities.Count > 0)
- {
- // Verbs to flush the unit
- AlternativeVerb flushVerb = new()
- {
- Act = () => ManualEngage(uid, component),
- Text = Loc.GetString("disposal-flush-verb-get-data-text"),
- Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/delete_transparent.svg.192dpi.png")),
- Priority = 1,
- };
- args.Verbs.Add(flushVerb);
- // Verb to eject the contents
- AlternativeVerb ejectVerb = new()
- {
- Act = () => TryEjectContents(uid, component),
- Category = VerbCategory.Eject,
- Text = Loc.GetString("disposal-eject-verb-get-data-text")
- };
- args.Verbs.Add(ejectVerb);
- }
- }
- private void AddClimbInsideVerb(EntityUid uid, SharedDisposalUnitComponent component, GetVerbsEvent<Verb> args)
- {
- // This is not an interaction, activation, or alternative verb type because unfortunately most users are
- // unwilling to accept that this is where they belong and don't want to accidentally climb inside.
- if (!args.CanAccess ||
- !args.CanInteract ||
- component.Container.ContainedEntities.Contains(args.User) ||
- !_actionBlockerSystem.CanMove(args.User))
- {
- return;
- }
- if (!CanInsert(uid, component, args.User))
- return;
- // Add verb to climb inside of the unit,
- Verb verb = new()
- {
- Act = () => TryInsert(uid, args.User, args.User),
- DoContactInteraction = true,
- Text = Loc.GetString("disposal-self-insert-verb-get-data-text")
- };
- // TODO VERB ICON
- // TODO VERB CATEGORY
- // create a verb category for "enter"?
- // See also, medical scanner. Also maybe add verbs for entering lockers/body bags?
- args.Verbs.Add(verb);
- }
- private void AddInsertVerb(EntityUid uid, SharedDisposalUnitComponent component, GetVerbsEvent<InteractionVerb> args)
- {
- if (!args.CanAccess || !args.CanInteract || args.Hands == null || args.Using == null)
- return;
- if (!_actionBlockerSystem.CanDrop(args.User))
- return;
- if (!CanInsert(uid, component, args.Using.Value))
- return;
- InteractionVerb insertVerb = new()
- {
- Text = Name(args.Using.Value),
- Category = VerbCategory.Insert,
- Act = () =>
- {
- _handsSystem.TryDropIntoContainer(args.User, args.Using.Value, component.Container, checkActionBlocker: false, args.Hands);
- _adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User):player} inserted {ToPrettyString(args.Using.Value)} into {ToPrettyString(uid)}");
- AfterInsert(uid, component, args.Using.Value, args.User);
- }
- };
- args.Verbs.Add(insertVerb);
- }
- private void OnDoAfter(EntityUid uid, SharedDisposalUnitComponent component, DoAfterEvent args)
- {
- if (args.Handled || args.Cancelled || args.Args.Target == null || args.Args.Used == null)
- return;
- AfterInsert(uid, component, args.Args.Target.Value, args.Args.User, doInsert: true);
- args.Handled = true;
- }
- private void OnThrowInsert(Entity<DisposalUnitComponent> ent, ref BeforeThrowInsertEvent args)
- {
- if (!CanInsert(ent, ent, args.ThrownEntity))
- args.Cancelled = true;
- }
- public override void DoInsertDisposalUnit(EntityUid uid, EntityUid toInsert, EntityUid user, SharedDisposalUnitComponent? disposal = null)
- {
- if (!ResolveDisposals(uid, ref disposal))
- return;
- if (!_containerSystem.Insert(toInsert, disposal.Container))
- return;
- _adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(user):player} inserted {ToPrettyString(toInsert)} into {ToPrettyString(uid)}");
- AfterInsert(uid, disposal, toInsert, user);
- }
- public override void Update(float frameTime)
- {
- base.Update(frameTime);
- var query = AllEntityQuery<DisposalUnitComponent, MetaDataComponent>();
- while (query.MoveNext(out var uid, out var unit, out var metadata))
- {
- if (!metadata.EntityPaused)
- Update(uid, unit, metadata, frameTime);
- }
- }
- #region UI Handlers
- private void OnUiButtonPressed(EntityUid uid, SharedDisposalUnitComponent component, SharedDisposalUnitComponent.UiButtonPressedMessage args)
- {
- if (args.Actor is not { Valid: true } player)
- {
- return;
- }
- switch (args.Button)
- {
- case SharedDisposalUnitComponent.UiButton.Eject:
- TryEjectContents(uid, component);
- _adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(player):player} hit eject button on {ToPrettyString(uid)}");
- break;
- case SharedDisposalUnitComponent.UiButton.Engage:
- ToggleEngage(uid, component);
- _adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(player):player} hit flush button on {ToPrettyString(uid)}, it's now {(component.Engaged ? "on" : "off")}");
- break;
- case SharedDisposalUnitComponent.UiButton.Power:
- _power.TogglePower(uid, user: args.Actor);
- break;
- default:
- throw new ArgumentOutOfRangeException($"{ToPrettyString(player):player} attempted to hit a nonexistant button on {ToPrettyString(uid)}");
- }
- }
- public void ToggleEngage(EntityUid uid, SharedDisposalUnitComponent component)
- {
- component.Engaged ^= true;
- if (component.Engaged)
- {
- ManualEngage(uid, component);
- }
- else
- {
- Disengage(uid, component);
- }
- }
- #endregion
- #region Eventbus Handlers
- private void OnActivate(EntityUid uid, SharedDisposalUnitComponent component, ActivateInWorldEvent args)
- {
- if (args.Handled || !args.Complex)
- return;
- if (!TryComp(args.User, out ActorComponent? actor))
- {
- return;
- }
- args.Handled = true;
- _ui.OpenUi(uid, SharedDisposalUnitComponent.DisposalUnitUiKey.Key, actor.PlayerSession);
- }
- private void OnAfterInteractUsing(EntityUid uid, SharedDisposalUnitComponent component, AfterInteractUsingEvent args)
- {
- if (args.Handled || !args.CanReach)
- return;
- if (!HasComp<HandsComponent>(args.User))
- {
- return;
- }
- if (!CanInsert(uid, component, args.Used) || !_handsSystem.TryDropIntoContainer(args.User, args.Used, component.Container))
- {
- return;
- }
- _adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User):player} inserted {ToPrettyString(args.Used)} into {ToPrettyString(uid)}");
- AfterInsert(uid, component, args.Used, args.User);
- args.Handled = true;
- }
- private void OnDisposalInit(EntityUid uid, SharedDisposalUnitComponent component, ComponentInit args)
- {
- component.Container = _containerSystem.EnsureContainer<Container>(uid, SharedDisposalUnitComponent.ContainerId);
- UpdateInterface(uid, component, component.Powered);
- }
- private void OnPowerChange(EntityUid uid, SharedDisposalUnitComponent component, ref PowerChangedEvent args)
- {
- if (!component.Running || args.Powered == component.Powered)
- return;
- component.Powered = args.Powered;
- UpdateVisualState(uid, component);
- UpdateInterface(uid, component, args.Powered);
- if (!args.Powered)
- {
- component.NextFlush = null;
- Dirty(uid, component);
- return;
- }
- if (component.Engaged)
- {
- // Run ManualEngage to recalculate a new flush time
- ManualEngage(uid, component);
- }
- }
- // TODO: This should just use the same thing as entity storage?
- private void OnMovement(EntityUid uid, SharedDisposalUnitComponent component, ref ContainerRelayMovementEntityEvent args)
- {
- var currentTime = GameTiming.CurTime;
- if (!_actionBlockerSystem.CanMove(args.Entity))
- return;
- if (!TryComp(args.Entity, out HandsComponent? hands) ||
- hands.Count == 0 ||
- currentTime < component.LastExitAttempt + ExitAttemptDelay)
- return;
- component.LastExitAttempt = currentTime;
- Remove(uid, component, args.Entity);
- }
- private void OnAnchorChanged(EntityUid uid, SharedDisposalUnitComponent component, ref AnchorStateChangedEvent args)
- {
- if (Terminating(uid))
- return;
- UpdateVisualState(uid, component);
- if (!args.Anchored)
- TryEjectContents(uid, component);
- }
- private void OnDestruction(EntityUid uid, SharedDisposalUnitComponent component, DestructionEventArgs args)
- {
- TryEjectContents(uid, component);
- }
- private void OnDragDropOn(EntityUid uid, SharedDisposalUnitComponent component, ref DragDropTargetEvent args)
- {
- args.Handled = TryInsert(uid, args.Dragged, args.User);
- }
- #endregion
- private void UpdateState(EntityUid uid, DisposalsPressureState state, SharedDisposalUnitComponent component, MetaDataComponent metadata)
- {
- if (component.State == state)
- return;
- component.State = state;
- UpdateVisualState(uid, component);
- UpdateInterface(uid, component, component.Powered);
- Dirty(uid, component, metadata);
- if (state == DisposalsPressureState.Ready)
- {
- component.NextPressurized = TimeSpan.Zero;
- // Manually engaged
- if (component.Engaged)
- {
- component.NextFlush = GameTiming.CurTime + component.ManualFlushTime;
- }
- else if (component.Container.ContainedEntities.Count > 0)
- {
- component.NextFlush = GameTiming.CurTime + component.AutomaticEngageTime;
- }
- else
- {
- component.NextFlush = null;
- }
- }
- }
- /// <summary>
- /// Work out if we can stop updating this disposals component i.e. full pressure and nothing colliding.
- /// </summary>
- private void Update(EntityUid uid, SharedDisposalUnitComponent component, MetaDataComponent metadata, float frameTime)
- {
- var state = GetState(uid, component, metadata);
- // Pressurizing, just check if we need a state update.
- if (component.NextPressurized > GameTiming.CurTime)
- {
- UpdateState(uid, state, component, metadata);
- return;
- }
- if (component.NextFlush != null)
- {
- if (component.NextFlush.Value < GameTiming.CurTime)
- {
- TryFlush(uid, component);
- }
- }
- UpdateState(uid, state, component, metadata);
- Box2? disposalsBounds = null;
- var count = component.RecentlyEjected.Count;
- if (count > 0)
- {
- if (!HasComp<PhysicsComponent>(uid))
- {
- component.RecentlyEjected.Clear();
- }
- else
- {
- disposalsBounds = _lookup.GetWorldAABB(uid);
- }
- }
- for (var i = 0; i < component.RecentlyEjected.Count; i++)
- {
- var ejectedId = component.RecentlyEjected[i];
- if (HasComp<PhysicsComponent>(ejectedId))
- {
- // TODO: We need to use a specific collision method (which sloth hasn't coded yet) for actual bounds overlaps.
- // TODO: Come do this sloth :^)
- // Check for itemcomp as we won't just block the disposal unit "sleeping" for something it can't collide with anyway.
- if (!HasComp<ItemComponent>(ejectedId)
- && _lookup.GetWorldAABB(ejectedId).Intersects(disposalsBounds!.Value))
- {
- continue;
- }
- component.RecentlyEjected.RemoveAt(i);
- i--;
- }
- }
- if (count != component.RecentlyEjected.Count)
- Dirty(uid, component, metadata);
- }
- public bool TryInsert(EntityUid unitId, EntityUid toInsertId, EntityUid? userId, DisposalUnitComponent? unit = null)
- {
- if (!Resolve(unitId, ref unit))
- return false;
- if (userId.HasValue && !HasComp<HandsComponent>(userId) && toInsertId != userId) // Mobs like mouse can Jump inside even with no hands
- {
- _popupSystem.PopupEntity(Loc.GetString("disposal-unit-no-hands"), userId.Value, userId.Value, PopupType.SmallCaution);
- return false;
- }
- if (!CanInsert(unitId, unit, toInsertId))
- return false;
- bool insertingSelf = userId == toInsertId;
- var delay = insertingSelf ? unit.EntryDelay : unit.DraggedEntryDelay;
- if (userId != null && !insertingSelf)
- _popupSystem.PopupEntity(Loc.GetString("disposal-unit-being-inserted", ("user", Identity.Entity((EntityUid)userId, EntityManager))), toInsertId, toInsertId, PopupType.Large);
- if (delay <= 0 || userId == null)
- {
- AfterInsert(unitId, unit, toInsertId, userId, doInsert: true);
- return true;
- }
- // Can't check if our target AND disposals moves currently so we'll just check target.
- // if you really want to check if disposals moves then add a predicate.
- var doAfterArgs = new DoAfterArgs(EntityManager, userId.Value, delay, new DisposalDoAfterEvent(), unitId, target: toInsertId, used: unitId)
- {
- BreakOnDamage = true,
- BreakOnMove = true,
- NeedHand = false,
- };
- _doAfterSystem.TryStartDoAfter(doAfterArgs);
- return true;
- }
- public bool TryFlush(EntityUid uid, SharedDisposalUnitComponent component)
- {
- if (!CanFlush(uid, component))
- {
- return false;
- }
- if (component.NextFlush != null)
- component.NextFlush = component.NextFlush.Value + component.AutomaticEngageTime;
- var beforeFlushArgs = new BeforeDisposalFlushEvent();
- RaiseLocalEvent(uid, beforeFlushArgs);
- if (beforeFlushArgs.Cancelled)
- {
- Disengage(uid, component);
- return false;
- }
- var xform = Transform(uid);
- if (!TryComp(xform.GridUid, out MapGridComponent? grid))
- return false;
- var coords = xform.Coordinates;
- var entry = _map.GetLocal(xform.GridUid.Value, grid, coords)
- .FirstOrDefault(HasComp<DisposalEntryComponent>);
- if (entry == default || component is not DisposalUnitComponent sDisposals)
- {
- component.Engaged = false;
- Dirty(uid, component);
- return false;
- }
- HandleAir(uid, sDisposals, xform);
- _disposalTubeSystem.TryInsert(entry, sDisposals, beforeFlushArgs.Tags);
- component.NextPressurized = GameTiming.CurTime;
- if (!component.DisablePressure)
- component.NextPressurized += TimeSpan.FromSeconds(1f / PressurePerSecond);
- component.Engaged = false;
- // stop queuing NOW
- component.NextFlush = null;
- UpdateVisualState(uid, component, true);
- UpdateInterface(uid, component, component.Powered);
- Dirty(uid, component);
- return true;
- }
- private void HandleAir(EntityUid uid, DisposalUnitComponent component, TransformComponent xform)
- {
- var air = component.Air;
- var indices = _transformSystem.GetGridTilePositionOrDefault((uid, xform));
- if (_atmosSystem.GetTileMixture(xform.GridUid, xform.MapUid, indices, true) is { Temperature: > 0f } environment)
- {
- var transferMoles = 0.1f * (0.25f * Atmospherics.OneAtmosphere * 1.01f - air.Pressure) * air.Volume / (environment.Temperature * Atmospherics.R);
- component.Air = environment.Remove(transferMoles);
- }
- }
- public void UpdateInterface(EntityUid uid, SharedDisposalUnitComponent component, bool powered)
- {
- var compState = GetState(uid, component);
- var stateString = Loc.GetString($"disposal-unit-state-{compState}");
- var state = new SharedDisposalUnitComponent.DisposalUnitBoundUserInterfaceState(Name(uid), stateString, EstimatedFullPressure(uid, component), powered, component.Engaged);
- _ui.SetUiState(uid, SharedDisposalUnitComponent.DisposalUnitUiKey.Key, state);
- var stateUpdatedEvent = new DisposalUnitUIStateUpdatedEvent(state);
- RaiseLocalEvent(uid, stateUpdatedEvent);
- }
- /// <summary>
- /// Returns the estimated time when the disposal unit will be back to full pressure.
- /// </summary>
- private TimeSpan EstimatedFullPressure(EntityUid uid, SharedDisposalUnitComponent component)
- {
- if (component.NextPressurized < GameTiming.CurTime)
- return TimeSpan.Zero;
- return component.NextPressurized;
- }
- public void UpdateVisualState(EntityUid uid, SharedDisposalUnitComponent component, bool flush = false)
- {
- if (!TryComp(uid, out AppearanceComponent? appearance))
- {
- return;
- }
- if (!Transform(uid).Anchored)
- {
- _appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.VisualState, SharedDisposalUnitComponent.VisualState.UnAnchored, appearance);
- _appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.Handle, SharedDisposalUnitComponent.HandleState.Normal, appearance);
- _appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.Light, SharedDisposalUnitComponent.LightStates.Off, appearance);
- return;
- }
- var state = GetState(uid, component);
- switch (state)
- {
- case DisposalsPressureState.Flushed:
- _appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.VisualState, SharedDisposalUnitComponent.VisualState.OverlayFlushing, appearance);
- break;
- case DisposalsPressureState.Pressurizing:
- _appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.VisualState, SharedDisposalUnitComponent.VisualState.OverlayCharging, appearance);
- break;
- case DisposalsPressureState.Ready:
- _appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.VisualState, SharedDisposalUnitComponent.VisualState.Anchored, appearance);
- break;
- }
- _appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.Handle, component.Engaged
- ? SharedDisposalUnitComponent.HandleState.Engaged
- : SharedDisposalUnitComponent.HandleState.Normal, appearance);
- if (!component.Powered)
- {
- _appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.Light, SharedDisposalUnitComponent.LightStates.Off, appearance);
- return;
- }
- var lightState = SharedDisposalUnitComponent.LightStates.Off;
- if (component.Container.ContainedEntities.Count > 0)
- {
- lightState |= SharedDisposalUnitComponent.LightStates.Full;
- }
- if (state is DisposalsPressureState.Pressurizing or DisposalsPressureState.Flushed)
- {
- lightState |= SharedDisposalUnitComponent.LightStates.Charging;
- }
- else
- {
- lightState |= SharedDisposalUnitComponent.LightStates.Ready;
- }
- _appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.Light, lightState, appearance);
- }
- public void Remove(EntityUid uid, SharedDisposalUnitComponent component, EntityUid toRemove)
- {
- _containerSystem.Remove(toRemove, component.Container);
- if (component.Container.ContainedEntities.Count == 0)
- {
- // If not manually engaged then reset the flushing entirely.
- if (!component.Engaged)
- {
- component.NextFlush = null;
- }
- }
- if (!component.RecentlyEjected.Contains(toRemove))
- component.RecentlyEjected.Add(toRemove);
- UpdateVisualState(uid, component);
- Dirty(uid, component);
- }
- public bool CanFlush(EntityUid unit, SharedDisposalUnitComponent component)
- {
- return GetState(unit, component) == DisposalsPressureState.Ready
- && component.Powered
- && Comp<TransformComponent>(unit).Anchored;
- }
- public void ManualEngage(EntityUid uid, SharedDisposalUnitComponent component, MetaDataComponent? metadata = null)
- {
- component.Engaged = true;
- UpdateVisualState(uid, component);
- UpdateInterface(uid, component, component.Powered);
- Dirty(uid, component);
- if (!CanFlush(uid, component))
- return;
- if (!Resolve(uid, ref metadata))
- return;
- var pauseTime = Metadata.GetPauseTime(uid, metadata);
- var nextEngage = GameTiming.CurTime - pauseTime + component.ManualFlushTime;
- component.NextFlush = TimeSpan.FromSeconds(Math.Min((component.NextFlush ?? TimeSpan.MaxValue).TotalSeconds, nextEngage.TotalSeconds));
- }
- public void Disengage(EntityUid uid, SharedDisposalUnitComponent component)
- {
- component.Engaged = false;
- if (component.Container.ContainedEntities.Count == 0)
- {
- component.NextFlush = null;
- }
- UpdateVisualState(uid, component);
- UpdateInterface(uid, component, component.Powered);
- Dirty(uid, component);
- }
- /// <summary>
- /// Remove all entities currently in the disposal unit.
- /// </summary>
- public void TryEjectContents(EntityUid uid, SharedDisposalUnitComponent component)
- {
- foreach (var entity in component.Container.ContainedEntities.ToArray())
- {
- Remove(uid, component, entity);
- }
- if (!component.Engaged)
- {
- component.NextFlush = null;
- Dirty(uid, component);
- }
- }
- public override bool HasDisposals(EntityUid? uid)
- {
- return HasComp<DisposalUnitComponent>(uid);
- }
- public override bool ResolveDisposals(EntityUid uid, [NotNullWhen(true)] ref SharedDisposalUnitComponent? component)
- {
- if (component != null)
- return true;
- TryComp<DisposalUnitComponent>(uid, out var storage);
- component = storage;
- return component != null;
- }
- public override bool CanInsert(EntityUid uid, SharedDisposalUnitComponent component, EntityUid entity)
- {
- if (!base.CanInsert(uid, component, entity))
- return false;
- return _containerSystem.CanInsert(entity, component.Container);
- }
- /// <summary>
- /// If something is inserted (or the likes) then we'll queue up an automatic flush in the future.
- /// </summary>
- public void QueueAutomaticEngage(EntityUid uid, SharedDisposalUnitComponent component, MetaDataComponent? metadata = null)
- {
- if (component.Deleted || !component.AutomaticEngage || !component.Powered && component.Container.ContainedEntities.Count == 0)
- {
- return;
- }
- var pauseTime = Metadata.GetPauseTime(uid, metadata);
- var automaticTime = GameTiming.CurTime + component.AutomaticEngageTime - pauseTime;
- var flushTime = TimeSpan.FromSeconds(Math.Min((component.NextFlush ?? TimeSpan.MaxValue).TotalSeconds, automaticTime.TotalSeconds));
- component.NextFlush = flushTime;
- Dirty(uid, component);
- }
- public void AfterInsert(EntityUid uid, SharedDisposalUnitComponent component, EntityUid inserted, EntityUid? user = null, bool doInsert = false)
- {
- _audioSystem.PlayPvs(component.InsertSound, uid);
- if (doInsert && !_containerSystem.Insert(inserted, component.Container))
- return;
- if (user != inserted && user != null)
- _adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(user.Value):player} inserted {ToPrettyString(inserted)} into {ToPrettyString(uid)}");
- QueueAutomaticEngage(uid, component);
- _ui.CloseUi(uid, SharedDisposalUnitComponent.DisposalUnitUiKey.Key, inserted);
- // Maybe do pullable instead? Eh still fine.
- Joints.RecursiveClearJoints(inserted);
- UpdateVisualState(uid, component);
- }
- private void OnExploded(Entity<DisposalUnitComponent> ent, ref BeforeExplodeEvent args)
- {
- args.Contents.AddRange(ent.Comp.Container.ContainedEntities);
- }
- }
- /// <summary>
- /// Sent before the disposal unit flushes it's contents.
- /// Allows adding tags for sorting and preventing the disposal unit from flushing.
- /// </summary>
- public sealed class DisposalUnitUIStateUpdatedEvent : EntityEventArgs
- {
- public SharedDisposalUnitComponent.DisposalUnitBoundUserInterfaceState State;
- public DisposalUnitUIStateUpdatedEvent(SharedDisposalUnitComponent.DisposalUnitBoundUserInterfaceState state)
- {
- State = state;
- }
- }
- /// <summary>
- /// Sent before the disposal unit flushes it's contents.
- /// Allows adding tags for sorting and preventing the disposal unit from flushing.
- /// </summary>
- public sealed class BeforeDisposalFlushEvent : CancellableEntityEventArgs
- {
- public readonly List<string> Tags = new();
- }
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