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* Removed outdated PVS code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

82 lines
3.1 KiB
C#

using Content.Shared.Construction.EntitySystems;
using Content.Shared.Database;
using Content.Shared.Disposal.Components;
namespace Content.Shared.Disposal.Unit;
public abstract partial class SharedDisposalUnitSystem
{
private void OnUiButtonPressed(Entity<DisposalUnitComponent> ent, ref DisposalUnitUiButtonPressedMessage args)
{
if (args.Actor is not { Valid: true } player)
return;
switch (args.Button)
{
case DisposalUnitUiButton.Eject:
EjectContents(ent);
_adminLog.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(player):player} hit eject button on {ToPrettyString(ent)}");
break;
case DisposalUnitUiButton.Engage:
ToggleEngage(ent);
_adminLog.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(player):player} hit flush button on {ToPrettyString(ent)}, it's now {(ent.Comp.Engaged ? "on" : "off")}");
break;
case DisposalUnitUiButton.Power:
_power.TogglePower(ent.Owner, user: args.Actor);
break;
default:
throw new ArgumentOutOfRangeException($"{ToPrettyString(player):player} attempted to hit a nonexistant button on {ToPrettyString(ent)}");
}
}
/// <summary>
/// Returns the estimated time when the disposal unit will be back to full pressure.
/// </summary>
/// <param name="ent">The disposal unit.</param>
/// <returns>The estimated time.</returns>
public TimeSpan EstimatedFullPressure(Entity<DisposalUnitComponent> ent)
{
if (ent.Comp.NextPressurized < _timing.CurTime)
return TimeSpan.Zero;
return ent.Comp.NextPressurized;
}
protected void UpdateUI(Entity<DisposalUnitComponent> entity)
{
if (_timing.ApplyingState)
return;
if (_ui.TryGetOpenUi(entity.Owner, DisposalUnitUiKey.Key, out var bui))
{
bui.Update<DisposalUnitBoundUserInterfaceState>();
}
}
/// <summary>
/// Updates the appearance data of a disposal unit.
/// </summary>
/// <param name="ent">The disposal unit.</param>
protected void UpdateVisualState(Entity<DisposalUnitComponent> ent)
{
if (!TryComp(ent, out AppearanceComponent? appearance))
return;
var isAnchored = Transform(ent).Anchored;
_appearance.SetData(ent, AnchorVisuals.Anchored, isAnchored, appearance);
if (!isAnchored)
return;
var state = GetState(ent);
_appearance.SetData(ent, DisposalUnitVisuals.IsReady, state == DisposalsPressureState.Ready, appearance);
_appearance.SetData(ent, DisposalUnitVisuals.IsFlushing, state == DisposalsPressureState.Flushed, appearance);
_appearance.SetData(ent, DisposalUnitVisuals.IsEngaged, ent.Comp.Engaged, appearance);
if (!_power.IsPowered(ent.Owner))
return;
_appearance.SetData(ent, DisposalUnitVisuals.IsFull, GetContainedEntityCount(ent) > 0, appearance);
_appearance.SetData(ent, DisposalUnitVisuals.IsCharging, state != DisposalsPressureState.Ready, appearance);
}
}