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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for a disposal holder despawn effect * Added prediction guard * Test fail fix * Re-added new escape behavior * Removed outdated PVS code * Clean up * More escape behavior changes * More clean up * Updated exit selection logic * Bug fix * More clean up * Split up disposal unit code *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>
62 lines
2.1 KiB
C#
62 lines
2.1 KiB
C#
using Content.Shared.DeviceLinking;
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using Content.Shared.DeviceLinking.Events;
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using Content.Shared.Disposal.Tube;
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using Content.Shared.Disposal.Unit;
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using System.Linq;
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namespace Content.Shared.Disposal.SignalRouter;
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/// <summary>
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/// Handles signal-based routing for entities in the disposal system.
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/// </summary>
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public sealed partial class DisposalSignalRouterSystem : EntitySystem
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{
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[Dependency] private SharedDeviceLinkSystem _deviceLink = default!;
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[Dependency] private DisposalTubeSystem _disposalTube = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DisposalSignalRouterComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<DisposalSignalRouterComponent, SignalReceivedEvent>(OnSignalReceived);
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SubscribeLocalEvent<DisposalSignalRouterComponent, GetDisposalsNextDirectionEvent>(OnGetNextDirection, before: new[] { typeof(DisposalTubeSystem) });
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}
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private void OnInit(Entity<DisposalSignalRouterComponent> ent, ref ComponentInit args)
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{
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_deviceLink.EnsureSinkPorts(ent, ent.Comp.OnPort, ent.Comp.OffPort, ent.Comp.TogglePort);
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}
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private void OnSignalReceived(Entity<DisposalSignalRouterComponent> ent, ref SignalReceivedEvent args)
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{
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// TogglePort flips it
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// OnPort sets it to true
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// OffPort sets it to false
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ent.Comp.Routing = args.Port == ent.Comp.TogglePort
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? !ent.Comp.Routing
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: args.Port == ent.Comp.OnPort;
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Dirty(ent);
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}
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private void OnGetNextDirection(Entity<DisposalSignalRouterComponent> ent, ref GetDisposalsNextDirectionEvent args)
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{
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if (args.Handled)
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return;
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if (!TryComp<DisposalTubeComponent>(ent, out var disposalTube))
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return;
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var exits = _disposalTube.GetTubeConnectableDirections((ent, disposalTube));
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if (exits.Length < 3 || !ent.Comp.Routing)
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{
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_disposalTube.SelectNextDirection((ent, disposalTube), exits, ref args);
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return;
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}
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_disposalTube.SelectNextDirection((ent, disposalTube), exits.Skip(1).ToArray(), ref args);
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args.Handled = true;
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}
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}
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