CatStation/Content.Client/Disposal/Unit/DisposalUnitSystem.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* Removed outdated PVS code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

96 lines
3.2 KiB
C#

using Content.Shared.Disposal.Components;
using Content.Shared.Disposal.Unit;
using Robust.Client.Animations;
using Robust.Client.GameObjects;
using Robust.Shared.Audio.Systems;
namespace Content.Client.Disposal.Unit;
/// <inheritdoc/>
public sealed partial class DisposalUnitSystem : SharedDisposalUnitSystem
{
[Dependency] private AppearanceSystem _appearanceSystem = default!;
[Dependency] private AnimationPlayerSystem _animationSystem = default!;
[Dependency] private SharedAudioSystem _audioSystem = default!;
private const string AnimationKey = "disposal_unit_animation";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DisposalUnitComponent, AfterAutoHandleStateEvent>(OnHandleState);
SubscribeLocalEvent<DisposalUnitComponent, AppearanceChangeEvent>(OnAppearanceChange);
}
protected override void OnComponentInit(Entity<DisposalUnitComponent> ent, ref ComponentInit args)
{
base.OnComponentInit(ent, ref args);
// Create and store flushing animation.
var anim = new Animation
{
Length = ent.Comp.FlushDelay,
AnimationTracks =
{
new AnimationTrackSpriteFlick()
{
LayerKey = DisposalUnitVisualLayers.OverlayFlushing,
KeyFrames = { new AnimationTrackSpriteFlick.KeyFrame(ent.Comp.FlushingState, 0f) },
},
}
};
// Try to add flushing sound
if (ent.Comp.FlushSound != null)
{
anim.AnimationTracks.Add(
new AnimationTrackPlaySound
{
KeyFrames = { new AnimationTrackPlaySound.KeyFrame(_audioSystem.ResolveSound(ent.Comp.FlushSound), 0) }
}
);
}
ent.Comp.FlushingAnimation = anim;
}
private void OnHandleState(EntityUid uid, DisposalUnitComponent component, ref AfterAutoHandleStateEvent args)
{
UpdateUI((uid, component));
}
private void OnAppearanceChange(Entity<DisposalUnitComponent> ent, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
UpdateState(ent, args.Sprite, args.Component);
}
/// <summary>
/// Updates the animation of a disposal unit.
/// </summary>
/// <param name="ent">The disposal unit.</param>
/// <param name="sprite">The disposal unit's sprite.</param>
/// <param name="appearance">The disposal unit's appearance.</param>
private void UpdateState(Entity<DisposalUnitComponent> ent, SpriteComponent sprite, AppearanceComponent appearance)
{
if (!_appearanceSystem.TryGetData<bool>(ent, DisposalUnitVisuals.IsFlushing, out var isFlushing, appearance))
return;
// This is a transient state so not too worried about replaying in range.
if (isFlushing)
{
if (!_animationSystem.HasRunningAnimation(ent, AnimationKey))
{
_animationSystem.Play(ent, (Animation)ent.Comp.FlushingAnimation, AnimationKey);
}
return;
}
_animationSystem.Stop(ent.Owner, AnimationKey);
}
}