Files
Delta-v/Content.Server/Disposal/Tube/DisposalTubeSystem.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>

---------

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

444 lines
18 KiB
C#

using System.Linq;
using System.Text;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Construction.Completions;
using Content.Server.Disposal.Unit;
using Content.Server.Popups;
using Content.Shared.Destructible;
using Content.Shared.Disposal.Components;
using Content.Shared.Disposal.Tube;
using Content.Shared.Disposal.Unit;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Random;
namespace Content.Server.Disposal.Tube
{
public sealed class DisposalTubeSystem : SharedDisposalTubeSystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
[Dependency] private readonly PopupSystem _popups = default!;
[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
[Dependency] private readonly DisposableSystem _disposableSystem = default!;
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
[Dependency] private readonly AtmosphereSystem _atmosSystem = default!;
[Dependency] private readonly TransformSystem _transform = default!;
[Dependency] private readonly SharedMapSystem _map = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DisposalTubeComponent, ComponentInit>(OnComponentInit);
SubscribeLocalEvent<DisposalTubeComponent, ComponentRemove>(OnComponentRemove);
SubscribeLocalEvent<DisposalTubeComponent, AnchorStateChangedEvent>(OnAnchorChange);
SubscribeLocalEvent<DisposalTubeComponent, BreakageEventArgs>(OnBreak);
SubscribeLocalEvent<DisposalTubeComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<DisposalTubeComponent, ConstructionBeforeDeleteEvent>(OnDeconstruct);
SubscribeLocalEvent<DisposalBendComponent, GetDisposalsConnectableDirectionsEvent>(OnGetBendConnectableDirections);
SubscribeLocalEvent<DisposalBendComponent, GetDisposalsNextDirectionEvent>(OnGetBendNextDirection);
SubscribeLocalEvent<Shared.Disposal.Tube.DisposalEntryComponent, GetDisposalsConnectableDirectionsEvent>(OnGetEntryConnectableDirections);
SubscribeLocalEvent<Shared.Disposal.Tube.DisposalEntryComponent, GetDisposalsNextDirectionEvent>(OnGetEntryNextDirection);
SubscribeLocalEvent<DisposalJunctionComponent, GetDisposalsConnectableDirectionsEvent>(OnGetJunctionConnectableDirections);
SubscribeLocalEvent<DisposalJunctionComponent, GetDisposalsNextDirectionEvent>(OnGetJunctionNextDirection);
SubscribeLocalEvent<DisposalRouterComponent, GetDisposalsConnectableDirectionsEvent>(OnGetRouterConnectableDirections);
SubscribeLocalEvent<DisposalRouterComponent, GetDisposalsNextDirectionEvent>(OnGetRouterNextDirection);
SubscribeLocalEvent<DisposalTransitComponent, GetDisposalsConnectableDirectionsEvent>(OnGetTransitConnectableDirections);
SubscribeLocalEvent<DisposalTransitComponent, GetDisposalsNextDirectionEvent>(OnGetTransitNextDirection);
SubscribeLocalEvent<DisposalTaggerComponent, GetDisposalsConnectableDirectionsEvent>(OnGetTaggerConnectableDirections);
SubscribeLocalEvent<DisposalTaggerComponent, GetDisposalsNextDirectionEvent>(OnGetTaggerNextDirection);
Subs.BuiEvents<DisposalRouterComponent>(SharedDisposalRouterComponent.DisposalRouterUiKey.Key, subs =>
{
subs.Event<BoundUIOpenedEvent>(OnOpenRouterUI);
subs.Event<SharedDisposalRouterComponent.UiActionMessage>(OnUiAction);
});
Subs.BuiEvents<DisposalTaggerComponent>(SharedDisposalTaggerComponent.DisposalTaggerUiKey.Key, subs =>
{
subs.Event<BoundUIOpenedEvent>(OnOpenTaggerUI);
subs.Event<SharedDisposalTaggerComponent.UiActionMessage>(OnUiAction);
});
}
/// <summary>
/// Handles ui messages from the client. For things such as button presses
/// which interact with the world and require server action.
/// </summary>
/// <param name="msg">A user interface message from the client.</param>
private void OnUiAction(EntityUid uid, DisposalTaggerComponent tagger, SharedDisposalTaggerComponent.UiActionMessage msg)
{
if (TryComp<PhysicsComponent>(uid, out var physBody) && physBody.BodyType != BodyType.Static)
return;
//Check for correct message and ignore maleformed strings
if (msg.Action == SharedDisposalTaggerComponent.UiAction.Ok && SharedDisposalTaggerComponent.TagRegex.IsMatch(msg.Tag))
{
tagger.Tag = msg.Tag.Trim();
_audioSystem.PlayPvs(tagger.ClickSound, uid, AudioParams.Default.WithVolume(-2f));
}
}
/// <summary>
/// Handles ui messages from the client. For things such as button presses
/// which interact with the world and require server action.
/// </summary>
/// <param name="msg">A user interface message from the client.</param>
private void OnUiAction(EntityUid uid, DisposalRouterComponent router, SharedDisposalRouterComponent.UiActionMessage msg)
{
if (!Exists(msg.Actor))
return;
if (TryComp<PhysicsComponent>(uid, out var physBody) && physBody.BodyType != BodyType.Static)
return;
//Check for correct message and ignore maleformed strings
if (msg.Action == SharedDisposalRouterComponent.UiAction.Ok && SharedDisposalRouterComponent.TagRegex.IsMatch(msg.Tags))
{
router.Tags.Clear();
foreach (var tag in msg.Tags.Split(',', StringSplitOptions.RemoveEmptyEntries))
{
var trimmed = tag.Trim();
if (trimmed == "")
continue;
router.Tags.Add(trimmed);
}
_audioSystem.PlayPvs(router.ClickSound, uid, AudioParams.Default.WithVolume(-2f));
}
}
private void OnComponentInit(EntityUid uid, DisposalTubeComponent tube, ComponentInit args)
{
tube.Contents = _containerSystem.EnsureContainer<Container>(uid, tube.ContainerId);
}
private void OnComponentRemove(EntityUid uid, DisposalTubeComponent tube, ComponentRemove args)
{
DisconnectTube(uid, tube);
}
private void OnGetBendConnectableDirections(EntityUid uid, DisposalBendComponent component, ref GetDisposalsConnectableDirectionsEvent args)
{
var direction = Transform(uid).LocalRotation;
var side = new Angle(MathHelper.DegreesToRadians(direction.Degrees - 90));
args.Connectable = new[] { direction.GetDir(), side.GetDir() };
}
private void OnGetBendNextDirection(EntityUid uid, DisposalBendComponent component, ref GetDisposalsNextDirectionEvent args)
{
var ev = new GetDisposalsConnectableDirectionsEvent();
RaiseLocalEvent(uid, ref ev);
var previousDF = args.Holder.PreviousDirectionFrom;
if (previousDF == Direction.Invalid)
{
args.Next = ev.Connectable[0];
return;
}
args.Next = previousDF == ev.Connectable[0] ? ev.Connectable[1] : ev.Connectable[0];
}
private void OnGetEntryConnectableDirections(EntityUid uid, Shared.Disposal.Tube.DisposalEntryComponent component, ref GetDisposalsConnectableDirectionsEvent args)
{
args.Connectable = new[] { Transform(uid).LocalRotation.GetDir() };
}
private void OnGetEntryNextDirection(EntityUid uid, Shared.Disposal.Tube.DisposalEntryComponent component, ref GetDisposalsNextDirectionEvent args)
{
// Ejects contents when they come from the same direction the entry is facing.
if (args.Holder.PreviousDirectionFrom != Direction.Invalid)
{
args.Next = Direction.Invalid;
return;
}
var ev = new GetDisposalsConnectableDirectionsEvent();
RaiseLocalEvent(uid, ref ev);
args.Next = ev.Connectable[0];
}
private void OnGetJunctionConnectableDirections(EntityUid uid, DisposalJunctionComponent component, ref GetDisposalsConnectableDirectionsEvent args)
{
var direction = Transform(uid).LocalRotation;
args.Connectable = component.Degrees
.Select(degree => new Angle(degree.Theta + direction.Theta).GetDir())
.ToArray();
}
private void OnGetJunctionNextDirection(EntityUid uid, DisposalJunctionComponent component, ref GetDisposalsNextDirectionEvent args)
{
var next = Transform(uid).LocalRotation.GetDir();
var ev = new GetDisposalsConnectableDirectionsEvent();
RaiseLocalEvent(uid, ref ev);
var directions = ev.Connectable.Skip(1).ToArray();
if (args.Holder.PreviousDirectionFrom == Direction.Invalid ||
args.Holder.PreviousDirectionFrom == next)
{
args.Next = _random.Pick(directions);
return;
}
args.Next = next;
}
private void OnGetRouterConnectableDirections(EntityUid uid, DisposalRouterComponent component, ref GetDisposalsConnectableDirectionsEvent args)
{
OnGetJunctionConnectableDirections(uid, component, ref args);
}
private void OnGetRouterNextDirection(EntityUid uid, DisposalRouterComponent component, ref GetDisposalsNextDirectionEvent args)
{
var ev = new GetDisposalsConnectableDirectionsEvent();
RaiseLocalEvent(uid, ref ev);
if (args.Holder.Tags.Overlaps(component.Tags))
{
args.Next = ev.Connectable[1];
return;
}
args.Next = Transform(uid).LocalRotation.GetDir();
}
private void OnGetTransitConnectableDirections(EntityUid uid, DisposalTransitComponent component, ref GetDisposalsConnectableDirectionsEvent args)
{
var rotation = Transform(uid).LocalRotation;
var opposite = new Angle(rotation.Theta + Math.PI);
args.Connectable = new[] { rotation.GetDir(), opposite.GetDir() };
}
private void OnGetTransitNextDirection(EntityUid uid, DisposalTransitComponent component, ref GetDisposalsNextDirectionEvent args)
{
var ev = new GetDisposalsConnectableDirectionsEvent();
RaiseLocalEvent(uid, ref ev);
var previousDF = args.Holder.PreviousDirectionFrom;
var forward = ev.Connectable[0];
if (previousDF == Direction.Invalid)
{
args.Next = forward;
return;
}
var backward = ev.Connectable[1];
args.Next = previousDF == forward ? backward : forward;
}
private void OnGetTaggerConnectableDirections(EntityUid uid, DisposalTaggerComponent component, ref GetDisposalsConnectableDirectionsEvent args)
{
OnGetTransitConnectableDirections(uid, component, ref args);
}
private void OnGetTaggerNextDirection(EntityUid uid, DisposalTaggerComponent component, ref GetDisposalsNextDirectionEvent args)
{
args.Holder.Tags.Add(component.Tag);
OnGetTransitNextDirection(uid, component, ref args);
}
private void OnDeconstruct(EntityUid uid, DisposalTubeComponent component, ConstructionBeforeDeleteEvent args)
{
DisconnectTube(uid, component);
}
private void OnStartup(EntityUid uid, DisposalTubeComponent component, ComponentStartup args)
{
UpdateAnchored(uid, component, Transform(uid).Anchored);
}
private void OnBreak(EntityUid uid, DisposalTubeComponent component, BreakageEventArgs args)
{
DisconnectTube(uid, component);
}
private void OnOpenRouterUI(EntityUid uid, DisposalRouterComponent router, BoundUIOpenedEvent args)
{
UpdateRouterUserInterface(uid, router);
}
private void OnOpenTaggerUI(EntityUid uid, DisposalTaggerComponent tagger, BoundUIOpenedEvent args)
{
if (_uiSystem.HasUi(uid, SharedDisposalTaggerComponent.DisposalTaggerUiKey.Key))
{
_uiSystem.SetUiState(uid, SharedDisposalTaggerComponent.DisposalTaggerUiKey.Key,
new SharedDisposalTaggerComponent.DisposalTaggerUserInterfaceState(tagger.Tag));
}
}
/// <summary>
/// Gets component data to be used to update the user interface client-side.
/// </summary>
/// <returns>Returns a <see cref="SharedDisposalRouterComponent.DisposalRouterUserInterfaceState"/></returns>
private void UpdateRouterUserInterface(EntityUid uid, DisposalRouterComponent router)
{
if (router.Tags.Count <= 0)
{
_uiSystem.SetUiState(uid, SharedDisposalRouterComponent.DisposalRouterUiKey.Key, new SharedDisposalRouterComponent.DisposalRouterUserInterfaceState(""));
return;
}
var taglist = new StringBuilder();
foreach (var tag in router.Tags)
{
taglist.Append(tag);
taglist.Append(", ");
}
taglist.Remove(taglist.Length - 2, 2);
_uiSystem.SetUiState(uid, SharedDisposalRouterComponent.DisposalRouterUiKey.Key, new SharedDisposalRouterComponent.DisposalRouterUserInterfaceState(taglist.ToString()));
}
private void OnAnchorChange(EntityUid uid, DisposalTubeComponent component, ref AnchorStateChangedEvent args)
{
UpdateAnchored(uid, component, args.Anchored);
}
private void UpdateAnchored(EntityUid uid, DisposalTubeComponent component, bool anchored)
{
if (anchored)
{
ConnectTube(uid, component);
// TODO this visual data should just generalized into some anchored-visuals system/comp, this has nothing to do with disposal tubes.
_appearanceSystem.SetData(uid, DisposalTubeVisuals.VisualState, DisposalTubeVisualState.Anchored);
}
else
{
DisconnectTube(uid, component);
_appearanceSystem.SetData(uid, DisposalTubeVisuals.VisualState, DisposalTubeVisualState.Free);
}
}
public EntityUid? NextTubeFor(EntityUid target, Direction nextDirection, DisposalTubeComponent? targetTube = null)
{
if (!Resolve(target, ref targetTube))
return null;
var oppositeDirection = nextDirection.GetOpposite();
var xform = Transform(target);
if (!TryComp<MapGridComponent>(xform.GridUid, out var grid))
return null;
var position = xform.Coordinates;
foreach (var entity in _map.GetInDir(xform.GridUid.Value, grid, position, nextDirection))
{
if (!TryComp(entity, out DisposalTubeComponent? tube))
{
continue;
}
if (!CanConnect(entity, tube, oppositeDirection))
{
continue;
}
if (!CanConnect(target, targetTube, nextDirection))
{
continue;
}
return entity;
}
return null;
}
public static void ConnectTube(EntityUid _, DisposalTubeComponent tube)
{
if (tube.Connected)
{
return;
}
tube.Connected = true;
}
public void DisconnectTube(EntityUid _, DisposalTubeComponent tube)
{
if (!tube.Connected)
{
return;
}
tube.Connected = false;
var query = GetEntityQuery<DisposalHolderComponent>();
foreach (var entity in tube.Contents.ContainedEntities.ToArray())
{
if (query.TryGetComponent(entity, out var holder))
_disposableSystem.ExitDisposals(entity, holder);
}
}
public bool CanConnect(EntityUid tubeId, DisposalTubeComponent tube, Direction direction)
{
if (!tube.Connected)
{
return false;
}
var ev = new GetDisposalsConnectableDirectionsEvent();
RaiseLocalEvent(tubeId, ref ev);
return ev.Connectable.Contains(direction);
}
public void PopupDirections(EntityUid tubeId, DisposalTubeComponent _, EntityUid recipient)
{
var ev = new GetDisposalsConnectableDirectionsEvent();
RaiseLocalEvent(tubeId, ref ev);
var directions = string.Join(", ", ev.Connectable);
_popups.PopupEntity(Loc.GetString("disposal-tube-component-popup-directions-text", ("directions", directions)), tubeId, recipient);
}
public override bool TryInsert(EntityUid uid, DisposalUnitComponent from, IEnumerable<string>? tags = default, DisposalEntryComponent? entry = null)
{
if (!Resolve(uid, ref entry))
return false;
var xform = Transform(uid);
var holder = Spawn(entry.HolderPrototypeId, _transform.GetMapCoordinates(uid, xform: xform));
var holderComponent = Comp<DisposalHolderComponent>(holder);
foreach (var entity in from.Container.ContainedEntities.ToArray())
{
_containerSystem.Insert(entity, holderComponent.Container);
}
_atmosSystem.Merge(holderComponent.Air, from.Air);
from.Air.Clear();
if (tags != null)
holderComponent.Tags.UnionWith(tags);
return _disposableSystem.EnterTube(holder, uid, holderComponent);
}
}
}