Files
Delta-v/Content.Shared/_Goobstation/Factory/RoboticArmSystem.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

454 lines
17 KiB
C#

// SPDX-FileCopyrightText: 2025 GoobBot <uristmchands@proton.me>
// SPDX-FileCopyrightText: 2025 deltanedas <39013340+deltanedas@users.noreply.github.com>
// SPDX-FileCopyrightText: 2025 deltanedas <@deltanedas:kde.org>
//
// SPDX-License-Identifier: AGPL-3.0-or-later
using Content.Shared._Goobstation.Factory.Filters;
using Content.Shared._Goobstation.Factory.Slots;
using Content.Shared.Containers.ItemSlots;
using Content.Shared.DeviceLinking;
using Content.Shared.DeviceLinking.Events;
using Content.Shared.Examine;
using Content.Shared.Item;
using Content.Shared.Maps;
using Content.Shared.Physics;
using Content.Shared.Throwing;
using Content.Shared.Power.Components;
using Content.Shared.Power.EntitySystems;
using Robust.Shared.Containers;
using Robust.Shared.Map;
using Robust.Shared.Physics.Events;
using Robust.Shared.Timing;
namespace Content.Shared._Goobstation.Factory;
public sealed class RoboticArmSystem : EntitySystem
{
[Dependency] private readonly AutomationSystem _automation = default!;
[Dependency] private readonly AutomationFilterSystem _filter = default!;
[Dependency] private readonly CollisionWakeSystem _wake = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly IMapManager _map = default!;
[Dependency] private readonly ItemSlotsSystem _slots = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedDeviceLinkSystem _device = default!;
[Dependency] private readonly SharedPowerReceiverSystem _power = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly TurfSystem _turf = default!;
private EntityQuery<ItemComponent> _itemQuery;
private EntityQuery<ThrownItemComponent> _thrownQuery;
private TimeSpan _nextUpdate = TimeSpan.Zero;
private static readonly TimeSpan _updateDelay = TimeSpan.FromSeconds(0.5);
public override void Initialize()
{
base.Initialize();
_itemQuery = GetEntityQuery<ItemComponent>();
_thrownQuery = GetEntityQuery<ThrownItemComponent>();
SubscribeLocalEvent<RoboticArmComponent, ComponentInit>(OnInit);
SubscribeLocalEvent<RoboticArmComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<RoboticArmComponent, AfterAutoHandleStateEvent>(OnHandleState);
// input items
SubscribeLocalEvent<RoboticArmComponent, StartCollideEvent>(OnStartCollide);
SubscribeLocalEvent<RoboticArmComponent, EndCollideEvent>(OnEndCollide);
// HasItem visuals
SubscribeLocalEvent<RoboticArmComponent, EntInsertedIntoContainerMessage>(OnItemModified);
SubscribeLocalEvent<RoboticArmComponent, EntRemovedFromContainerMessage>(OnItemModified);
// linking
SubscribeLocalEvent<RoboticArmComponent, LinkAttemptEvent>(OnLinkAttempt);
SubscribeLocalEvent<RoboticArmComponent, NewLinkEvent>(OnNewLink);
SubscribeLocalEvent<RoboticArmComponent, PortDisconnectedEvent>(OnPortDisconnected);
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var now = _timing.CurTime;
if (_nextUpdate < now)
return;
_nextUpdate += _updateDelay;
var query = EntityQueryEnumerator<RoboticArmComponent>();
while (query.MoveNext(out var uid, out var comp))
{
if (!_power.IsPowered(uid))
continue;
if (comp.NextMove is {} nextMove && now < nextMove)
continue;
var ent = (uid, comp);
StopMoving(ent);
if (comp.HeldItem is {} item)
{
if (!TryDrop(ent, item))
continue;
StartMoving(ent);
_device.InvokePort(uid, comp.MovedPort);
}
else if (TryPickupAny(ent))
{
StartMoving(ent);
}
}
}
private void OnInit(Entity<RoboticArmComponent> ent, ref ComponentInit args)
{
_device.EnsureSinkPorts(ent, ent.Comp.InputPort);
_device.EnsureSourcePorts(ent, ent.Comp.OutputPort, ent.Comp.MovedPort);
UpdateSlots(ent);
UpdateItemSlots(ent);
}
private void OnExamined(Entity<RoboticArmComponent> ent, ref ExaminedEvent args)
{
if (!args.IsInDetailsRange)
return;
using (args.PushGroup(nameof(RoboticArmComponent)))
{
args.PushMarkup(_filter.GetSlot(ent) is {} filter
? Loc.GetString("robotic-arm-examine-filter", ("filter", filter))
: Loc.GetString("robotic-arm-examine-no-filter"));
args.PushMarkup(ent.Comp.HeldItem is {} item
? Loc.GetString("robotic-arm-examine-item", ("item", item))
: Loc.GetString("robotic-arm-examine-no-item"));
}
}
private void OnHandleState(Entity<RoboticArmComponent> ent, ref AfterAutoHandleStateEvent args)
{
// incase client didnt predict linked port changing, update them
UpdateSlots(ent);
}
private void OnStartCollide(Entity<RoboticArmComponent> ent, ref StartCollideEvent args)
{
// only care about items in the input area
if (args.OurFixtureId != ent.Comp.InputFixtureId)
return;
AddInput(ent, args.OtherEntity);
}
private void AddInput(Entity<RoboticArmComponent> ent, EntityUid item)
{
// never pick up non-items
if (!_itemQuery.HasComp(item))
return;
// thrown items move too fast to be caught...
if (_thrownQuery.HasComp(item))
return;
// ignore items filters will never allow
// not using IsBlocked since gas tanks can change pressure in a canister and need to be checked
if (_filter.IsAlwaysBlocked(_filter.GetSlot(ent), item))
return;
var wake = CompOrNull<CollisionWakeComponent>(item);
var wakeEnabled = wake?.Enabled ?? false;
// need to only get EndCollide when it leaves the area, not when it sleeps
_wake.SetEnabled(item, false, wake);
ent.Comp.InputItems.Add((GetNetEntity(item), wakeEnabled));
DirtyField(ent, ent.Comp, nameof(RoboticArmComponent.InputItems));
}
private void OnEndCollide(Entity<RoboticArmComponent> ent, ref EndCollideEvent args)
{
// only care about items leaving the input area
if (args.OurFixtureId != ent.Comp.InputFixtureId)
return;
var item = GetNetEntity(args.OtherEntity);
var i = ent.Comp.InputItems.FindIndex(pair => pair.Item1 == item);
if (i < 0)
return;
var wake = ent.Comp.InputItems[i].Item2;
ent.Comp.InputItems.RemoveAt(i);
DirtyField(ent, ent.Comp, nameof(RoboticArmComponent.InputItems));
_wake.SetEnabled(args.OtherEntity, wake); // don't break conveyors for skipped items
}
private void OnItemModified<T>(Entity<RoboticArmComponent> ent, ref T args) where T: ContainerModifiedMessage
{
if (args.Container.ID != ent.Comp.ItemSlotId)
return;
// need to do this here for flatpacking at least from PVS stuff
UpdateItemSlots(ent);
_appearance.SetData(ent, RoboticArmVisuals.HasItem, ent.Comp.HasItem);
}
private void OnLinkAttempt(Entity<RoboticArmComponent> ent, ref LinkAttemptEvent args)
{
// only prevent linking machines, don't care about control ports
var linkingOutput = args.SourcePort == ent.Comp.OutputPort;
var linkingInput = args.SinkPort == ent.Comp.InputPort;
if (!linkingOutput && !linkingInput)
return;
if (ent.Owner == args.Source && linkingOutput)
{
// only 1 machine
if (GetOutputMachine(ent) != null)
{
args.Cancel();
return;
}
// make sure the port is for an automation slot
if (!_automation.HasSlot(args.Sink, args.SinkPort, input: true))
{
args.Cancel();
return;
}
}
else if (ent.Owner == args.Sink && linkingInput)
{
// only 1 machine
if (GetInputMachine(ent) != null)
{
args.Cancel();
return;
}
// make sure the port is for an automation slot
if (!_automation.HasSlot(args.Source, args.SourcePort, input: false))
{
args.Cancel();
return;
}
}
}
private void OnNewLink(Entity<RoboticArmComponent> ent, ref NewLinkEvent args)
{
if (args.SinkPort == ent.Comp.InputPort)
{
ent.Comp.InputMachine = GetNetEntity(args.Source);
ent.Comp.InputMachinePort = args.SourcePort;
ent.Comp.InputSlot = _automation.GetSlot(args.Source, args.SourcePort, input: false);
DirtyField(ent, ent.Comp, nameof(RoboticArmComponent.InputMachine));
DirtyField(ent, ent.Comp, nameof(RoboticArmComponent.InputMachinePort));
}
else if (args.SourcePort == ent.Comp.OutputPort)
{
ent.Comp.OutputMachine = GetNetEntity(args.Sink);
ent.Comp.OutputMachinePort = args.SinkPort;
ent.Comp.OutputSlot = _automation.GetSlot(args.Sink, args.SinkPort, input: true);
DirtyField(ent, ent.Comp, nameof(RoboticArmComponent.OutputMachine));
DirtyField(ent, ent.Comp, nameof(RoboticArmComponent.OutputMachinePort));
}
}
private void OnPortDisconnected(Entity<RoboticArmComponent> ent, ref PortDisconnectedEvent args)
{
// this event is shit and doesnt have source/sink entity and port just 1 string
// so if you made InputPort and OutputPort the same string it would silently break
// absolute supercode
if (args.Port == ent.Comp.InputPort)
{
ent.Comp.InputMachine = null;
ent.Comp.InputMachinePort = null;
ent.Comp.InputSlot = null;
DirtyField(ent, ent.Comp, nameof(RoboticArmComponent.InputMachine));
DirtyField(ent, ent.Comp, nameof(RoboticArmComponent.InputMachinePort));
}
else if (args.Port == ent.Comp.OutputPort)
{
ent.Comp.OutputMachine = null;
ent.Comp.OutputMachinePort = null;
ent.Comp.OutputSlot = null;
DirtyField(ent, ent.Comp, nameof(RoboticArmComponent.OutputMachine));
DirtyField(ent, ent.Comp, nameof(RoboticArmComponent.OutputMachinePort));
}
}
/// <summary>
/// If a machine is linked for the arm's output, tries to insert into it.
/// If there is no machine linked it just gets dropped.
/// </summary>
public bool TryDrop(Entity<RoboticArmComponent> ent, EntityUid item)
{
if (GetOutputMachine(ent) is {} machine && ent.Comp.OutputSlot is {} slot)
return TryInsert(ent, item, machine, slot);
// no dropping items into walls
if (IsOutputBlocked(ent))
return false;
// nothing linked, just drop it there
_transform.SetCoordinates(item, OutputPosition(ent));
return true;
}
public bool TryInsert(Entity<RoboticArmComponent> ent, EntityUid item, EntityUid machine, AutomationSlot slot)
{
// prevent linking a machine then moving it far away, it has to be at the output area
var coords = OutputPosition(ent);
if (!_transform.InRange(Transform(machine).Coordinates, coords, 0.25f))
return false;
return slot.Insert(item);
}
public bool TryPickupAny(Entity<RoboticArmComponent> ent)
{
if (GetInputMachine(ent) is {} machine && ent.Comp.InputSlot is {} slot)
return TryPickupFrom(ent, machine, slot);
var count = ent.Comp.InputItems.Count;
if (count == 0)
return false;
var output = ent.Comp.OutputSlot;
if (output == null && IsOutputBlocked(ent))
return false;
var filter = _filter.GetSlot(ent);
// check them in reverse since removing near the end is cheaper
var found = EntityUid.Invalid;
for (var i = count - 1; i >= 0; i--)
{
var netEnt = ent.Comp.InputItems[i].Item1;
if (!TryGetEntity(netEnt, out var item))
continue;
if (_filter.IsBlocked(filter, item.Value))
continue;
// make sure the destination will accept it or it gets stuck
if (output?.CanInsert(item.Value) ?? true)
{
ent.Comp.InputItems.RemoveAt(i);
DirtyField(ent, ent.Comp, nameof(RoboticArmComponent.InputItems));
found = item.Value;
break;
}
}
// nothing :(
if (!found.Valid)
return false;
// no longer need this
_wake.SetEnabled(found, false);
// insert it into the arm slot
return _slots.TryInsert(ent, ent.Comp.ItemSlot, found, user: null);
}
public bool TryPickupFrom(Entity<RoboticArmComponent> ent, EntityUid machine, AutomationSlot slot)
{
// prevent linking a machine then moving it far away, it has to be at the input area
var coords = InputPosition(ent);
if (!_transform.InRange(Transform(machine).Coordinates, coords, 0.25f))
return false;
var filter = _filter.GetSlot(ent);
if (slot.GetItem(filter) is not {} item)
return false;
// client can't predict splitting because it spawns entities
if (_filter.TrySplit(filter, item) is not {} stack)
return false;
return _slots.TryInsert(ent, ent.Comp.ItemSlot, stack, user: null);
}
private void UpdateSlots(Entity<RoboticArmComponent> ent)
{
if (GetInputMachine(ent) is {} input && ent.Comp.InputMachinePort is {} inPort)
ent.Comp.InputSlot = _automation.GetSlot(input, inPort, input: false);
if (GetOutputMachine(ent) is {} output && ent.Comp.OutputMachinePort is {} outPort)
ent.Comp.OutputSlot = _automation.GetSlot(output, outPort, input: true);
}
private void UpdateItemSlots(Entity<RoboticArmComponent> ent)
{
if (ent.Comp.ItemSlot != null)
return;
if (!TryComp<ItemSlotsComponent>(ent, out var slots))
return;
if (!_slots.TryGetSlot(ent, ent.Comp.ItemSlotId, out var slot, slots))
{
Log.Warning($"Missing item slot {ent.Comp.ItemSlotId} on robotic arm {ToPrettyString(ent)}");
RemCompDeferred<RoboticArmComponent>(ent);
return;
}
ent.Comp.ItemSlot = slot;
}
private bool IsOutputBlocked(EntityUid uid)
{
var coords = OutputPosition(uid);
return _turf.GetTileRef(coords) is {} turf &&
_turf.IsTileBlocked(turf, CollisionGroup.MachineMask);
}
private void StartMoving(Entity<RoboticArmComponent> ent)
{
//SetPowerDraw(ent, ent.Comp.MovingPowerDraw); - ported from Impstation, static power draw to prever seizure inducing power flashes
ent.Comp.NextMove = _timing.CurTime + ent.Comp.MoveDelay;
DirtyField(ent, ent.Comp, nameof(RoboticArmComponent.NextMove));
}
private void StopMoving(Entity<RoboticArmComponent> ent)
{
// SetPowerDraw(ent, ent.Comp.IdlePowerDraw); - ported from Impstation, static power draw to prever seizure inducing power flashes
ent.Comp.NextMove = null;
DirtyField(ent, ent.Comp, nameof(RoboticArmComponent.NextMove));
}
// private void SetPowerDraw(EntityUid uid, float draw) - ported from Impstation, static power draw to prever seizure inducing power flashes
// {
// SharedApcPowerReceiverComponent? receiver = null;
// if (_power.ResolveApc(uid, ref receiver))
// _power.SetLoad(receiver, draw);
// }
public EntityCoordinates OutputPosition(EntityUid uid)
{
var xform = Transform(uid);
var offset = xform.LocalRotation.ToVec();
// positive would be where the input fixture is...
return xform.Coordinates.Offset(-offset);
}
public EntityCoordinates InputPosition(EntityUid uid)
{
var xform = Transform(uid);
var offset = xform.LocalRotation.ToVec();
return xform.Coordinates.Offset(offset);
}
private EntityUid? GetInputMachine(RoboticArmComponent comp)
{
TryGetEntity(comp.InputMachine, out var machine);
return machine;
}
private EntityUid? GetOutputMachine(RoboticArmComponent comp)
{
TryGetEntity(comp.OutputMachine, out var machine);
return machine;
}
}