using Content.Shared.Atmos;
using Content.Shared.DoAfter;
using Content.Shared.Whitelist;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.Disposal.Components;
///
/// Takes in entities and flushes them out to attached disposals tubes after a timer.
///
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState(true), AutoGenerateComponentPause]
public sealed partial class DisposalUnitComponent : Component
{
///
/// Air contained in the disposal unit.
///
[DataField]
public GasMixture Air = new(Atmospherics.CellVolume);
///
/// Name of the flushing animation state.
///
[DataField]
public string FlushingState = "disposal-flush";
///
/// The animation used when unit flushes.
///
[ViewVariables(VVAccess.ReadWrite)]
public object FlushingAnimation = default!;
///
/// Sounds played upon the unit flushing.
///
[DataField("soundFlush"), AutoNetworkedField]
public SoundSpecifier? FlushSound = new SoundPathSpecifier("/Audio/Machines/disposalflush.ogg");
///
/// Blacklists (prevents) entities listed from being placed inside.
///
[DataField]
public EntityWhitelist? Blacklist;
///
/// Whitelists (allows) entities listed from being placed inside.
///
[DataField]
public EntityWhitelist? Whitelist;
///
/// Sound played when an object is inserted into the disposal unit.
///
[ViewVariables(VVAccess.ReadWrite), DataField("soundInsert")]
public SoundSpecifier? InsertSound = new SoundPathSpecifier("/Audio/Effects/trashbag1.ogg");
///
/// The next time that the insertion sound is allowed to be played.
/// Used to reduce audio spam when dumping multiple items into the unit.
///
[DataField, AutoNetworkedField, AutoPausedField]
public TimeSpan NextAllowedInsertSound = TimeSpan.Zero;
///
/// Delay in seconds before the insertion audio can be played again.
///
[DataField]
public TimeSpan InsertSoundDelay = TimeSpan.FromSeconds(0.1);
///
/// State for this disposals unit.
///
[DataField, AutoNetworkedField]
public DisposalsPressureState State;
///
/// Next time the disposal unit will be pressurized.
///
[DataField, AutoNetworkedField, AutoPausedField]
public TimeSpan NextPressurized = TimeSpan.Zero;
///
/// The percentage of pressure gained per second by the unit.
///
[DataField]
public float PressurePerSecond = 0.05f;
///
/// How long it takes to flush a disposals unit manually.
///
[DataField("flushTime")]
public TimeSpan ManualFlushTime = TimeSpan.FromSeconds(2);
///
/// How long it takes from the start of a flush animation to return the sprite to normal.
///
[DataField]
public TimeSpan FlushDelay = TimeSpan.FromSeconds(3);
///
/// Removes the pressure requirement for flushing.
///
[DataField]
public bool DisablePressure;
///
/// Last time that an entity tried to exit this disposal unit.
///
[DataField, AutoNetworkedField, AutoPausedField]
public TimeSpan LastExitAttempt;
///
/// Delay in seconds before entities are allowed another
/// attempt to exit the disposal unit again.
///
[DataField]
public TimeSpan ExitAttemptDelay = TimeSpan.FromSeconds(0.5);
///
/// Sets whether the unit should automatically flush
/// after something is inserted into it.
///
[DataField]
public bool AutomaticEngage = true;
///
/// Delay for automatic flushing of the disposal unit.
///
[DataField, AutoNetworkedField]
public TimeSpan AutomaticEngageTime = TimeSpan.FromSeconds(30);
///
/// Delay for entities trying to enter disposals themselves.
///
[DataField]
public float EntryDelay = 0.5f;
///
/// Delay from trying to shove someone else into disposals.
///
[ViewVariables(VVAccess.ReadWrite)]
public float DraggedEntryDelay = 2.0f;
///
/// Container of entities inside this disposal unit.
///
[DataField]
public Container? Container;
///
/// Was the disposals unit engaged for a manual flush.
///
[DataField, AutoNetworkedField]
public bool Engaged;
///
/// Next time this unit will flush. Is the lesser of and
///
[DataField, AutoNetworkedField, AutoPausedField]
public TimeSpan? NextFlush;
///
/// The max number of entities that can be inserted in the unit before it needs to be flushed.
///
[DataField]
public int MaxCapacity = 30;
///
/// Proto ID of the holder spawned to contain entities that
/// are inserted into the disposals system.
///
[DataField]
public EntProtoId HolderPrototypeId = "DisposalHolder";
}
///
/// Event raised on entities that are entering or exiting disposals.
///
[ByRefEvent]
public record DisposalSystemTransitionEvent;
///
/// Do after raised when attempting to insert an entity into a disposal unit.
///
[Serializable, NetSerializable]
public sealed partial class DisposalDoAfterEvent : SimpleDoAfterEvent;
///
/// Disposal unit pressure states.
///
[Serializable, NetSerializable]
public enum DisposalsPressureState : byte
{
///
/// The disposal unit is fully pressurized and ready to flush.
///
Ready,
///
/// Has been flushed recently within FlushDelay.
///
Flushed,
///
/// FlushDelay has elapsed and now we're transitioning back to Ready.
///
Pressurizing
}
///
/// Visual keys for disposal units.
///
[Serializable, NetSerializable]
public enum DisposalUnitVisuals : byte
{
IsReady,
IsEngaged,
IsFlushing,
IsCharging,
IsFull,
}
///
/// Sprite layers for disposal units.
///
[Serializable, NetSerializable]
public enum DisposalUnitVisualLayers : byte
{
Base,
OverlayFlushing,
OverlayEngaged,
OverlayCharging,
OverlayFull,
}
///
/// UI button types for disposal units.
///
[Serializable, NetSerializable]
public enum DisposalUnitUiButton : byte
{
Eject,
Engage,
Power,
}
///
/// Message data sent from client to server when a disposal unit ui button is pressed.
///
[Serializable, NetSerializable]
public sealed class DisposalUnitUiButtonPressedMessage : BoundUserInterfaceMessage
{
public readonly DisposalUnitUiButton Button;
public DisposalUnitUiButtonPressedMessage(DisposalUnitUiButton button)
{
Button = button;
}
}
///
/// Key for the disposal unit UI.
///
[Serializable, NetSerializable]
public enum DisposalUnitUiKey : byte
{
Key
}