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* 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for a disposal holder despawn effect * Added prediction guard * Test fail fix * Re-added new escape behavior * Removed outdated PVS code * Clean up * More escape behavior changes * More clean up * Updated exit selection logic * Bug fix * More clean up * Split up disposal unit code *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>
85 lines
3.2 KiB
C#
85 lines
3.2 KiB
C#
using Content.Shared.Disposal.Components;
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using Content.Shared.Disposal.Holder;
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using Content.Shared.Follower;
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using Content.Shared.Follower.Components;
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using Content.Shared.Interaction.Events;
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namespace Content.Shared.Disposal.Unit;
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/// <summary>
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/// This system handles entities that are currently being flushed through
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/// the disposals system. These entities should all have a temporary
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/// <see cref="BeingDisposedComponent"/>.
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/// </summary>
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public abstract partial class SharedBeingDisposedSystem : EntitySystem
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{
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[Dependency] private SharedDisposalHolderSystem _disposalHolder = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<BeingDisposedComponent, DisposalSystemTransitionEvent>(OnTransition);
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SubscribeLocalEvent<BeingDisposedComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<BeingDisposedComponent, EntityStartedFollowingEvent>(OnStartedFollowing);
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SubscribeLocalEvent<BeingDisposedComponent, EntityStoppedFollowingEvent>(OnStoppedFollowing);
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SubscribeLocalEvent<BeingDisposedComponent, InteractionAttemptEvent>(OnInteractionAttempt);
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SubscribeLocalEvent<BeingDisposedComponent, AttackAttemptEvent>(OnAttackAttempt);
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}
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private void OnTransition(Entity<BeingDisposedComponent> ent, ref DisposalSystemTransitionEvent args)
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{
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if (!TryComp<DisposalHolderComponent>(ent.Comp.Holder, out var holder))
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return;
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if (!TryComp<FollowedComponent>(ent, out var followed))
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return;
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// Any followers of the entity will also be attached to its disposal holder.
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// This is so that movement under subfloors can be predicted by follower clients.
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foreach (var follower in followed.Following)
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{
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_disposalHolder.AttachEntity((ent.Comp.Holder, holder), follower);
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}
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}
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private void OnShutdown(Entity<BeingDisposedComponent> ent, ref ComponentShutdown args)
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{
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// Remove followers from the disposal holder
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if (!TryComp<FollowedComponent>(ent, out var followed))
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return;
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foreach (var follower in followed.Following)
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{
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_disposalHolder.DetachEntity(follower);
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}
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}
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private void OnStartedFollowing(Entity<BeingDisposedComponent> ent, ref EntityStartedFollowingEvent args)
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{
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// Attach new followers to the disposal holder to prevent mispredicts
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if (!TryComp<DisposalHolderComponent>(ent.Comp.Holder, out var holder))
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return;
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_disposalHolder.AttachEntity((ent.Comp.Holder, holder), args.Follower);
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}
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private void OnStoppedFollowing(Entity<BeingDisposedComponent> ent, ref EntityStoppedFollowingEvent args)
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{
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// Remove departing followers from the disposal holder
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_disposalHolder.DetachEntity(args.Follower);
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}
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private void OnInteractionAttempt(Entity<BeingDisposedComponent> ent, ref InteractionAttemptEvent args)
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{
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// Prevent interactions while travelling through disposals
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args.Cancelled = true;
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}
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private void OnAttackAttempt(Entity<BeingDisposedComponent> ent, ref AttackAttemptEvent args)
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{
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// Prevent attacking while travelling through disposals
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args.Cancel();
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}
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}
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