CatStation/Content.Shared/Disposal/Unit/SharedDisposalUnitSystem.Interactions.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* Removed outdated PVS code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

286 lines
9.7 KiB
C#

using Content.Shared.Body;
using Content.Shared.Containers;
using Content.Shared.Database;
using Content.Shared.Disposal.Components;
using Content.Shared.DoAfter;
using Content.Shared.DragDrop;
using Content.Shared.Hands.Components;
using Content.Shared.IdentityManagement;
using Content.Shared.Interaction;
using Content.Shared.Movement.Events;
using Content.Shared.Popups;
using Content.Shared.Verbs;
using Robust.Shared.Containers;
using Robust.Shared.Utility;
using System.Linq;
namespace Content.Shared.Disposal.Unit;
public abstract partial class SharedDisposalUnitSystem
{
#region: Event handling
private void AddAltVerbs(Entity<DisposalUnitComponent> ent, ref GetVerbsEvent<AlternativeVerb> args)
{
if (!args.CanAccess || !args.CanInteract)
return;
// Behavior for if the disposals bin has items in it
if (GetContainedEntityCount(ent) > 0)
{
// Verbs to flush the unit
AlternativeVerb flushVerb = new()
{
Act = () => SetEngage(ent, true),
Text = Loc.GetString("disposal-flush-verb-get-data-text"),
Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/delete_transparent.svg.192dpi.png")),
Priority = 1,
};
args.Verbs.Add(flushVerb);
// Verb to eject the contents
AlternativeVerb ejectVerb = new()
{
Act = () => EjectContents(ent),
Category = VerbCategory.Eject,
Text = Loc.GetString("disposal-eject-verb-get-data-text")
};
args.Verbs.Add(ejectVerb);
}
}
private void AddInteractionVerb(Entity<DisposalUnitComponent> ent, ref GetVerbsEvent<InteractionVerb> args)
{
if (!args.CanAccess || !args.CanInteract || args.Hands == null || args.Using == null)
return;
if (!_actionBlocker.CanDrop(args.User))
return;
if (ent.Comp.Container == null || !_container.CanInsert(args.Using.Value, ent.Comp.Container))
return;
var verbData = args;
InteractionVerb insertVerb = new()
{
Text = Name(args.Using.Value),
Category = VerbCategory.Insert,
Act = () =>
{
_hands.TryDropIntoContainer((verbData.User, verbData.Hands), verbData.Using.Value, ent.Comp.Container, checkActionBlocker: false);
_adminLog.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(verbData.User):player} inserted {ToPrettyString(verbData.Using.Value)} into {ToPrettyString(ent)}");
Insert(ent, verbData.Using.Value, verbData.User);
}
};
args.Verbs.Add(insertVerb);
}
private void AddEnterOrExitVerb(Entity<DisposalUnitComponent> ent, ref GetVerbsEvent<Verb> args)
{
if (ent.Comp.Container == null)
return;
// This is not an interaction, activation, or alternative verb type because unfortunately most users are
// unwilling to accept that this is where they belong and don't want to accidentally climb inside.
if (!args.CanAccess ||
!args.CanInteract ||
!_actionBlocker.CanMove(args.User))
{
return;
}
var verbData = args;
var verb = new Verb()
{
DoContactInteraction = true
};
if (!GetContainedEntities(ent).Contains(args.User))
{
if (!_container.CanInsert(args.User, ent.Comp.Container))
return;
// Verb for climbing in
verb.Act = () => TryInsert(ent, verbData.User, verbData.User);
verb.Text = Loc.GetString("verb-common-enter");
verb.Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/close.svg.192dpi.png"));
}
else
{
// Verb for climbing out
verb.Act = () => Remove(ent, verbData.User);
verb.Text = Loc.GetString("verb-common-exit");
verb.Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/open.svg.192dpi.png"));
}
args.Verbs.Add(verb);
}
private void OnDoAfter(Entity<DisposalUnitComponent> ent, ref DisposalDoAfterEvent args)
{
if (args.Handled || args.Cancelled || args.Args.Target == null || args.Args.Used == null)
return;
Insert(ent, args.Args.Target.Value, args.Args.User);
args.Handled = true;
}
private void OnThrowInsert(Entity<DisposalUnitComponent> ent, ref BeforeThrowInsertEvent args)
{
if (ent.Comp.Container == null || !_container.CanInsert(args.ThrownEntity, ent.Comp.Container))
{
args.Cancelled = true;
}
}
private void OnInsertAttempt(Entity<DisposalUnitComponent> ent, ref ContainerIsInsertingAttemptEvent args)
{
if (args.Cancelled || args.Container != ent.Comp.Container)
return;
if (GetContainedEntityCount(ent) >= ent.Comp.MaxCapacity)
{
// TODO: If ContainerIsInsertingAttemptEvent ever ends up having the user
// attached to the event, we'll be able to predict the pop up
_popup.PopupPredicted(Loc.GetString("disposal-unit-is-full"), ent, null);
args.Cancel();
return;
}
if (!Transform(ent).Anchored)
{
args.Cancel();
return;
}
if (_whitelist.IsWhitelistPass(ent.Comp.Blacklist, args.EntityUid) ||
_whitelist.IsWhitelistFail(ent.Comp.Whitelist, args.EntityUid))
{
args.Cancel();
return;
}
}
private void OnActivate(Entity<DisposalUnitComponent> ent, ref ActivateInWorldEvent args)
{
if (args.Handled || !args.Complex)
return;
args.Handled = true;
_ui.TryToggleUi(ent.Owner, DisposalUnitUiKey.Key, args.User);
}
private void OnAfterInteractUsing(Entity<DisposalUnitComponent> ent, ref AfterInteractUsingEvent args)
{
if (args.Handled || !args.CanReach)
return;
if (ent.Comp.Container == null ||
!_container.CanInsert(args.Used, ent.Comp.Container) ||
!_hands.TryDropIntoContainer(args.User, args.Used, ent.Comp.Container))
{
return;
}
_adminLog.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User):player} inserted {ToPrettyString(args.Used)} into {ToPrettyString(ent)}");
Insert(ent, args.Used, args.User);
args.Handled = true;
}
// TODO: This should just use the same thing as entity storage?
private void OnMovement(Entity<DisposalUnitComponent> ent, ref ContainerRelayMovementEntityEvent args)
{
var currentTime = _timing.CurTime;
if (!_actionBlocker.CanMove(args.Entity))
return;
if (!TryComp(args.Entity, out HandsComponent? hands) ||
hands.Count == 0 ||
currentTime < ent.Comp.LastExitAttempt + ent.Comp.ExitAttemptDelay)
return;
Remove(ent, args.Entity);
ent.Comp.LastExitAttempt = currentTime;
UpdateUI(ent);
Dirty(ent);
}
protected void OnCanDragDropOn(Entity<DisposalUnitComponent> ent, ref CanDropTargetEvent args)
{
if (args.Handled)
return;
if (ent.Comp.Container == null)
return;
args.CanDrop = _container.CanInsert(args.Dragged, ent.Comp.Container);
args.Handled = true;
}
private void OnDragDropOn(Entity<DisposalUnitComponent> ent, ref DragDropTargetEvent args)
{
if (args.Handled)
return;
args.Handled = TryInsert(ent, args.Dragged, args.User);
}
#endregion
/// <summary>
/// Have a user try to insert an entity into a disposal unit.
/// </summary>
/// <param name="ent">The disposal unit.</param>
/// <param name="toInsert">The entity to insert.</param>
/// <param name="user">The user inserting the entity.</param>
/// <returns>True if the entity can be inserted.</returns>
public bool TryInsert(Entity<DisposalUnitComponent> ent, EntityUid toInsert, EntityUid? user)
{
if (ent.Comp.Container == null || !_container.CanInsert(toInsert, ent.Comp.Container))
return false;
// Mobs are allowed to jump inside even without any hands
if (user != null && !HasComp<HandsComponent>(user) && toInsert != user)
{
_popup.PopupEntity(Loc.GetString("disposal-unit-no-hands"), user.Value, user.Value, PopupType.SmallCaution);
return false;
}
// Determine if the user is inserting themselves and determine the entry delay
bool insertingSelf = (user == toInsert);
var delay = insertingSelf ? ent.Comp.EntryDelay : ent.Comp.DraggedEntryDelay;
// Warn other players if someone is dragging them into a disposal unit
if (user != null && !insertingSelf)
{
_popup.PopupEntity(Loc.GetString("disposal-unit-being-inserted",
("user", Identity.Entity(user.Value, EntityManager))),
toInsert,
toInsert,
PopupType.Large);
}
// Check if we can insert the entity instantly
if (delay <= 0 || user == null || !HasComp<BodyComponent>(toInsert))
{
Insert(ent, toInsert, user);
return true;
}
// If not, start a do-after
var doAfterArgs = new DoAfterArgs(EntityManager, user.Value, delay, new DisposalDoAfterEvent(), ent, target: toInsert, used: ent)
{
BreakOnDamage = true,
BreakOnMove = true,
NeedHand = false,
};
return _doAfter.TryStartDoAfter(doAfterArgs);
}
}