Files
Delta-v/Content.Server/Disposal/Unit/DisposableSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

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Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

270 lines
11 KiB
C#

using Content.Server.Atmos.EntitySystems;
using Content.Server.Disposal.Tube;
using Content.Shared.Body.Components;
using Content.Shared.Damage;
using Content.Shared.Disposal.Components;
using Content.Shared.Item;
using Content.Shared.Throwing;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
namespace Content.Server.Disposal.Unit
{
public sealed class DisposableSystem : EntitySystem
{
[Dependency] private readonly ThrowingSystem _throwing = default!;
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly DisposalUnitSystem _disposalUnitSystem = default!;
[Dependency] private readonly DisposalTubeSystem _disposalTubeSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly SharedMapSystem _maps = default!;
[Dependency] private readonly SharedPhysicsSystem _physicsSystem = default!;
[Dependency] private readonly SharedTransformSystem _xformSystem = default!;
private EntityQuery<DisposalTubeComponent> _disposalTubeQuery;
private EntityQuery<DisposalUnitComponent> _disposalUnitQuery;
private EntityQuery<MetaDataComponent> _metaQuery;
private EntityQuery<PhysicsComponent> _physicsQuery;
private EntityQuery<TransformComponent> _xformQuery;
public override void Initialize()
{
base.Initialize();
_disposalTubeQuery = GetEntityQuery<DisposalTubeComponent>();
_disposalUnitQuery = GetEntityQuery<DisposalUnitComponent>();
_metaQuery = GetEntityQuery<MetaDataComponent>();
_physicsQuery = GetEntityQuery<PhysicsComponent>();
_xformQuery = GetEntityQuery<TransformComponent>();
SubscribeLocalEvent<DisposalHolderComponent, ComponentStartup>(OnComponentStartup);
SubscribeLocalEvent<DisposalHolderComponent, ContainerIsInsertingAttemptEvent>(CanInsert);
SubscribeLocalEvent<DisposalHolderComponent, EntInsertedIntoContainerMessage>(OnInsert);
}
private void OnComponentStartup(EntityUid uid, DisposalHolderComponent holder, ComponentStartup args)
{
holder.Container = _containerSystem.EnsureContainer<Container>(uid, nameof(DisposalHolderComponent));
}
private void CanInsert(Entity<DisposalHolderComponent> ent, ref ContainerIsInsertingAttemptEvent args)
{
if (!HasComp<ItemComponent>(args.EntityUid) && !HasComp<BodyComponent>(args.EntityUid))
args.Cancel();
}
private void OnInsert(Entity<DisposalHolderComponent> ent, ref EntInsertedIntoContainerMessage args)
{
if (_physicsQuery.TryGetComponent(args.Entity, out var physBody))
_physicsSystem.SetCanCollide(args.Entity, false, body: physBody);
}
public void ExitDisposals(EntityUid uid, DisposalHolderComponent? holder = null, TransformComponent? holderTransform = null)
{
if (Terminating(uid))
return;
if (!Resolve(uid, ref holder, ref holderTransform))
return;
if (holder.IsExitingDisposals)
{
Log.Error("Tried exiting disposals twice. This should never happen.");
return;
}
holder.IsExitingDisposals = true;
// Check for a disposal unit to throw them into and then eject them from it.
// *This ejection also makes the target not collide with the unit.*
// *This is on purpose.*
EntityUid? disposalId = null;
DisposalUnitComponent? duc = null;
var gridUid = holderTransform.GridUid;
if (TryComp<MapGridComponent>(gridUid, out var grid))
{
foreach (var contentUid in _maps.GetLocal(gridUid.Value, grid, holderTransform.Coordinates))
{
if (_disposalUnitQuery.TryGetComponent(contentUid, out duc))
{
disposalId = contentUid;
break;
}
}
}
// We're purposely iterating over all the holder's children
// because the holder might have something teleported into it,
// outside the usual container insertion logic.
var children = holderTransform.ChildEnumerator;
while (children.MoveNext(out var entity))
{
RemComp<BeingDisposedComponent>(entity);
var meta = _metaQuery.GetComponent(entity);
if (holder.Container.Contains(entity))
_containerSystem.Remove((entity, null, meta), holder.Container, reparent: false, force: true);
var xform = _xformQuery.GetComponent(entity);
if (xform.ParentUid != uid)
continue;
if (duc != null)
_containerSystem.Insert((entity, xform, meta), duc.Container);
else
{
_xformSystem.AttachToGridOrMap(entity, xform);
var direction = holder.CurrentDirection == Direction.Invalid ? holder.PreviousDirection : holder.CurrentDirection;
if (direction != Direction.Invalid && _xformQuery.TryGetComponent(gridUid, out var gridXform))
{
var directionAngle = direction.ToAngle();
directionAngle += _xformSystem.GetWorldRotation(gridXform);
_throwing.TryThrow(entity, directionAngle.ToWorldVec() * 3f, 10f);
}
}
}
if (disposalId != null && duc != null)
{
_disposalUnitSystem.TryEjectContents(disposalId.Value, duc);
}
if (_atmosphereSystem.GetContainingMixture(uid, false, true) is { } environment)
{
_atmosphereSystem.Merge(environment, holder.Air);
holder.Air.Clear();
}
Del(uid);
}
// Note: This function will cause an ExitDisposals on any failure that does not make an ExitDisposals impossible.
public bool EnterTube(EntityUid holderUid, EntityUid toUid, DisposalHolderComponent? holder = null, TransformComponent? holderTransform = null, DisposalTubeComponent? to = null, TransformComponent? toTransform = null)
{
if (!Resolve(holderUid, ref holder, ref holderTransform))
return false;
if (holder.IsExitingDisposals)
{
Log.Error("Tried entering tube after exiting disposals. This should never happen.");
return false;
}
if (!Resolve(toUid, ref to, ref toTransform))
{
ExitDisposals(holderUid, holder, holderTransform);
return false;
}
foreach (var ent in holder.Container.ContainedEntities)
{
var comp = EnsureComp<BeingDisposedComponent>(ent);
comp.Holder = holderUid;
}
// Insert into next tube
if (!_containerSystem.Insert(holderUid, to.Contents))
{
ExitDisposals(holderUid, holder, holderTransform);
return false;
}
if (holder.CurrentTube != null)
{
holder.PreviousTube = holder.CurrentTube;
holder.PreviousDirection = holder.CurrentDirection;
}
holder.CurrentTube = toUid;
var ev = new GetDisposalsNextDirectionEvent(holder);
RaiseLocalEvent(toUid, ref ev);
holder.CurrentDirection = ev.Next;
holder.StartingTime = 0.1f;
holder.TimeLeft = 0.1f;
// Logger.InfoS("c.s.disposal.holder", $"Disposals dir {holder.CurrentDirection}");
// Invalid direction = exit now!
if (holder.CurrentDirection == Direction.Invalid)
{
ExitDisposals(holderUid, holder, holderTransform);
return false;
}
// damage entities on turns and play sound
if (holder.CurrentDirection != holder.PreviousDirection)
{
foreach (var ent in holder.Container.ContainedEntities)
{
_damageable.TryChangeDamage(ent, to.DamageOnTurn);
}
_audio.PlayPvs(to.ClangSound, toUid);
}
return true;
}
public override void Update(float frameTime)
{
var query = EntityQueryEnumerator<DisposalHolderComponent>();
while (query.MoveNext(out var uid, out var holder))
{
UpdateComp(uid, holder, frameTime);
}
}
private void UpdateComp(EntityUid uid, DisposalHolderComponent holder, float frameTime)
{
while (frameTime > 0)
{
var time = frameTime;
if (time > holder.TimeLeft)
{
time = holder.TimeLeft;
}
holder.TimeLeft -= time;
frameTime -= time;
if (!Exists(holder.CurrentTube))
{
ExitDisposals(uid, holder);
break;
}
var currentTube = holder.CurrentTube!.Value;
if (holder.TimeLeft > 0)
{
var progress = 1 - holder.TimeLeft / holder.StartingTime;
var origin = _xformQuery.GetComponent(currentTube).Coordinates;
var destination = holder.CurrentDirection.ToVec();
var newPosition = destination * progress;
// This is some supreme shit code.
_xformSystem.SetCoordinates(uid, _xformSystem.WithEntityId(origin.Offset(newPosition), currentTube));
continue;
}
// Past this point, we are performing inter-tube transfer!
// Remove current tube content
_containerSystem.Remove(uid, _disposalTubeQuery.GetComponent(currentTube).Contents, reparent: false, force: true);
// Find next tube
var nextTube = _disposalTubeSystem.NextTubeFor(currentTube, holder.CurrentDirection);
if (!Exists(nextTube))
{
ExitDisposals(uid, holder);
break;
}
// Perform remainder of entry process
if (!EnterTube(uid, nextTube!.Value, holder))
{
break;
}
}
}
}
}