CatStation/Content.Shared/Disposal/Tube/DisposalTubeSystem.cs
chromiumboy 2ca5d9d81a
Disposals refactor (#40540)
* 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* Removed outdated PVS code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>
2026-05-27 04:38:03 +00:00

161 lines
5.4 KiB
C#

using Content.Shared.Atmos;
using Content.Shared.Disposal.Unit;
using Content.Shared.Popups;
using Robust.Shared.Map.Components;
using Robust.Shared.Random;
using System.Linq;
namespace Content.Shared.Disposal.Tube;
/// <summary>
/// Handles the basic logic for determining which disposal tubes are connected
/// and which direction entities inside the tubes should move next.
/// </summary>
public sealed partial class DisposalTubeSystem : EntitySystem
{
[Dependency] private IRobustRandom _random = default!;
[Dependency] private SharedPopupSystem _popups = default!;
[Dependency] private SharedMapSystem _map = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DisposalTubeComponent, GetDisposalsNextDirectionEvent>(OnGetTubeNextDirection);
}
private void OnGetTubeNextDirection(Entity<DisposalTubeComponent> ent, ref GetDisposalsNextDirectionEvent args)
{
var exits = GetTubeConnectableDirections(ent);
SelectNextDirection(ent, exits, ref args);
}
/// <summary>
/// Returns a list of all potential exits to a disposal tube, accounting for its local rotation.
/// </summary>
/// <param name="ent">The disposal tube.</param>
public Direction[] GetTubeConnectableDirections(Entity<DisposalTubeComponent> ent)
{
var rotation = Transform(ent).LocalRotation;
return ent.Comp.Exits
.Select(exit => new Angle(exit.ToAngle() + rotation).GetDir())
.ToArray();
}
/// <summary>
/// Selects the best exit for a disposal tube, based on a curated list of choices.
/// </summary>
/// <param name="ent">The disposal tube.</param>
/// <param name="exits">The currated list of possible exits from the disposal tube.</param>
/// <param name="args">The args for the 'get next direction' event.</param>
public void SelectNextDirection(Entity<DisposalTubeComponent> ent, Direction[] exits, ref GetDisposalsNextDirectionEvent args)
{
if (args.Handled)
return;
if (exits.Length == 0)
return;
// The first exit is the default
args.Next = exits[0];
// This may change based on the potential exits available
// and our current direction of travel
var currentDirection = args.Holder.Comp.CurrentDirection;
switch (exits.Length)
{
// There is only one exit
case 1:
if (args.Next.GetOpposite() == currentDirection)
args.Next = Direction.Invalid;
return;
// If there are two exits
case 2:
if (args.Next.GetOpposite() == currentDirection)
args.Next = exits[1];
return;
// If there are more than two exits
default:
// Check that the default exit is valid
if (args.Next.GetOpposite() == currentDirection)
{
// If it isn't, pick one of the remaining exits at random
var directions = exits.Skip(1).ToArray();
args.Next = _random.Pick(directions);
}
return;
}
}
/// <summary>
/// Tries to find an adjacent disposal tube in a specified direction.
/// </summary>
/// <param name="ent">The original disposal tube.</param>
/// <param name="direction">The specified direction.</param>
/// <returns>The adjacent disposal tube.</returns>
public EntityUid? GetTubeInDirection(Entity<DisposalTubeComponent> ent, Direction direction)
{
var oppositeDirection = direction.GetOpposite();
var xform = Transform(ent);
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, direction))
{
if (!TryComp(entity, out DisposalTubeComponent? tube))
continue;
if (!CanConnect((entity, tube), oppositeDirection))
continue;
return entity;
}
return null;
}
/// <summary>
/// Checks whether a disposal tube can make a valid connection in a specified direction.
/// </summary>
/// <param name="ent">The disposal tube.</param>
/// <param name="direction">The specified direction.</param>
/// <returns>True if a valid conenction can be made.</returns>
public bool CanConnect(Entity<DisposalTubeComponent> ent, Direction direction)
{
if (!Transform(ent).Anchored)
return false;
var exits = GetTubeConnectableDirections(ent);
if (exits.Length == 0)
return false;
return exits.Contains(direction);
}
/// <summary>
/// Creates a pop up message over a disposal tube, listing its potential exits.
/// </summary>
/// <param name="ent">The disposal tube.</param>
/// <param name="recipient">The recipient of the pop up message.</param>
public void PopupDirections(Entity<DisposalTubeComponent> ent, EntityUid recipient)
{
var exits = GetTubeConnectableDirections(ent);
if (exits.Length == 0)
return;
var directions = string.Join(", ", exits);
_popups.PopupEntity(Loc.GetString("disposal-tube-component-popup-directions-text", ("directions", directions)), ent, recipient);
}
}