mirror of
https://github.com/space-syndicate/space-station-14.git
synced 2026-06-09 13:26:34 +02:00
2ca5d9d81a
* Initial commit * Added pods * Transit tubes should no longer connect with disposal pipes * Updated the transit tube sprites * Revisited how the transit tubes work * Fixing merge conflict * Updated sprites * Simplified disposal component collections and updated yaml * Moved the majority of the disposals code to Shared * Move disposed ents via physics * Disposal unit now use generic visualizers * Followers of disposed entities have predicted movement * Made BeingDisposedSystem shared * Added documentation for some components * Code clean up * Removed unneeded container entries, tubes use directions instead of angles * Many EntityUid/Comp -> Entity<Comp> changes * Updated DisposableSystem * Review of DisposalTubeSystem * Review of DisposalUnitSystem * Review of DisposalSignalRouterSystem * Unit updates * Fixing merge conflict * Merge conflict resolved * Re-organization of systems and components * Allow trapped entities to escape endless loops * Fix for item ejection * UI updates * Minor tweak * Fixes for transit tubes * Removed placeholder sprite * Removed transit tubes (for now) * Moved exit stun time to DisposalHolderComponent * Added a limit on the amount of damage that can sustained from disposals travel * Fix for PVS-related sound issues * Added a limit on the number of entities that can be inserted into units * Clean up * Undid file scoping * Fixed test fail * Fixed test fail * Increased min default capacity of disposal units * Fixed audio spam occurring when dumping multiple items into a disposal unit * Tile prying now occurs whenever exiting an open pipe * Prevent attacking and interactions while traveling through disposals * Added generic verbs for entering/exiting disposal units * Fixed UI prediction bug * Bug fixes * Small improvements * Moved the disposal holder prototype from the disposal entry to the unit * Minor clean up * Added support for a disposal holder despawn effect * Added prediction guard * Test fail fix * Re-added new escape behavior * Removed outdated PVS code * Clean up * More escape behavior changes * More clean up * Updated exit selection logic * Bug fix * More clean up * Split up disposal unit code * Cleaned up disposal units some more * Adjusted exit throw distance * Capitalized disposal and mailing unit window titles * Bug fixes * Taggers and routers show existing tags when the UI opens * Fixed test fail * test fail fix * Minor performance improvement * Minor improvement in pathing * merge conflicts * Fix heisentest * Fixed mispredict * Updated system referencing conventions * Updated to account for changes made to the code * Attempting to fix submodule issue * Addressing test fails * Additional fixes for tests * Addressing reviewer comments * Cleaned up exit randomization * T-ray can see disposal pipes when in 'pipe' mode * Fix for flush animation flickering * mild thing * fix both --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
180 lines
6.5 KiB
C#
180 lines
6.5 KiB
C#
using Content.Server.Atmos.EntitySystems;
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using Content.Shared.Disposal.Components;
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using Content.Shared.Disposal.Holder;
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using Content.Shared.Disposal.Tube;
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using Content.Shared.Disposal.Unit;
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using Content.Shared.Maps;
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using Content.Shared.Stunnable;
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using Content.Shared.Throwing;
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using Robust.Shared.Containers;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Network;
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using Robust.Shared.Random;
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namespace Content.Server.Disposal.Holder;
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/// <inheritdoc/>
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public sealed partial class DisposalHolderSystem : SharedDisposalHolderSystem
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{
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[Dependency] private AtmosphereSystem _atmos = default!;
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[Dependency] private SharedTransformSystem _xform = default!;
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[Dependency] private IRobustRandom _random = default!;
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[Dependency] private ThrowingSystem _throwing = default!;
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[Dependency] private SharedDisposalUnitSystem _disposalUnit = default!;
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[Dependency] private SharedContainerSystem _container = default!;
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[Dependency] private SharedMapSystem _maps = default!;
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[Dependency] private INetManager _net = default!;
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[Dependency] private SharedStunSystem _stun = default!;
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[Dependency] private TileSystem _tile = default!;
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private EntityQuery<DisposalUnitComponent> _disposalUnitQuery;
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private EntityQuery<MetaDataComponent> _metaQuery;
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private EntityQuery<TransformComponent> _xformQuery;
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public override void Initialize()
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{
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base.Initialize();
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_disposalUnitQuery = GetEntityQuery<DisposalUnitComponent>();
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_metaQuery = GetEntityQuery<MetaDataComponent>();
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_xformQuery = GetEntityQuery<TransformComponent>();
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}
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/// <inheritdoc/>
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public override void TransferAtmos(Entity<DisposalHolderComponent> ent, Entity<DisposalUnitComponent> unit)
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{
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_atmos.Merge(ent.Comp.Air, unit.Comp.Air);
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unit.Comp.Air.Clear();
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}
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/// <inheritdoc/>
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protected override void ExpelAtmos(Entity<DisposalHolderComponent> ent)
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{
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if (_atmos.GetContainingMixture(ent.Owner, false, true) is { } environment)
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{
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_atmos.Merge(environment, ent.Comp.Air);
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ent.Comp.Air.Clear();
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}
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}
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/// <inheritdoc/>
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public override void Exit(Entity<DisposalHolderComponent> ent)
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{
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if (Terminating(ent))
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return;
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if (ent.Comp.IsExiting)
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return;
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ent.Comp.IsExiting = true;
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Dirty(ent);
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// Get the holder and grid transforms
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var xform = _xformQuery.GetComponent(ent);
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var gridUid = xform.GridUid;
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_xformQuery.TryGetComponent(gridUid, out var gridXform);
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// Determine the exit angle of the ejected entities
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var exitDirection = ent.Comp.CurrentDirection;
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Angle? exitAngle = exitDirection != Direction.Invalid ? exitDirection.ToAngle() : null;
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// Check for a disposal unit to throw them into and then eject them from it.
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// *This ejection also makes the target not collide with the unit.*
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// *This is on purpose.*
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Entity<DisposalUnitComponent>? unit = null;
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if (TryComp<MapGridComponent>(gridUid, out var grid))
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{
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foreach (var contentUid in _maps.GetLocal(gridUid.Value, grid, xform.Coordinates))
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{
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if (_disposalUnitQuery.TryGetComponent(contentUid, out var disposalUnit))
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{
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unit = new(contentUid, disposalUnit);
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break;
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}
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}
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// If no disposal unit was found, this exit will be a little messy
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if (unit == null && _net.IsServer)
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{
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// Pry up the tile that the pipe was under
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var tileRef = _maps.GetTileRef((gridUid.Value, grid), xform.Coordinates);
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_tile.PryTile(tileRef);
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// Also pry up the tile infront of the pipe
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if (exitAngle != null)
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{
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tileRef = _maps.GetTileRef((gridUid.Value, grid), xform.Coordinates.Offset(exitAngle.Value.ToWorldVec()));
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_tile.PryTile(tileRef);
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}
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}
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}
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// Update the exit angle here to account for the grid's rotation
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if (exitAngle != null && gridXform != null)
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{
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exitAngle += _xform.GetWorldRotation(gridXform);
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}
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// We're purposely iterating over all the holder's children
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// because the holder might have something teleported into it,
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// outside the usual container insertion logic.
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var children = xform.ChildEnumerator;
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while (children.MoveNext(out var held))
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{
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DetachEntity(held);
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var heldMeta = _metaQuery.GetComponent(held);
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var heldXform = _xformQuery.GetComponent(held);
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// Insert the child into the found disposal unit, then pop them out
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if (unit != null && unit.Value.Comp.Container != null && _container.Insert((held, heldXform, heldMeta), unit.Value.Comp.Container))
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{
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_disposalUnit.Remove(unit.Value, held);
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}
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else
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{
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// Otherwise remove the child from the holder and prepare to throw it
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if (ent.Comp.Container != null && ent.Comp.Container.Contains(held))
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{
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_container.Remove((held, null, heldMeta), ent.Comp.Container, force: true);
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}
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_xform.AttachToGridOrMap(held, heldXform);
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// Knockdown the entity
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_stun.TryKnockdown(held, ent.Comp.ExitStunDuration, force: true);
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// Throw the entity
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if (exitAngle != null && heldXform.ParentUid.IsValid())
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{
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_throwing.TryThrow(held, exitAngle.Value.ToWorldVec() * ent.Comp.ExitDistanceMultiplier, ent.Comp.TraversalSpeed * ent.Comp.ExitSpeedMultiplier);
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}
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}
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}
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ExpelAtmos(ent);
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Del(ent.Owner);
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}
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/// <inheritdoc/>
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protected override bool TryEscaping(Entity<DisposalHolderComponent> ent, Entity<DisposalTubeComponent> tube)
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{
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// Check if the entity should have a chance to escape yet
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if (ent.Comp.DirectionChangeCount < ent.Comp.DirectionChangeThreshold)
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return false;
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// Check if the holder escaped
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if (_random.NextFloat() > ent.Comp.EscapeChance)
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return false;
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// Unanchor the tube and exit
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var xform = Transform(tube);
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_xform.Unanchor(tube, xform);
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Exit(ent);
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return true;
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}
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}
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