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* Removed outdated PVS code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

277 lines
7.6 KiB
C#

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