Disposals refactor (#17803)

This commit is contained in:
metalgearsloth
2023-07-06 13:39:34 +10:00
committed by GitHub
parent 0790f31f21
commit 3eb93988e5
21 changed files with 1321 additions and 1261 deletions

View File

@@ -1,145 +1,215 @@
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Disposal.Components
namespace Content.Shared.Disposal.Components;
[NetworkedComponent]
public abstract class SharedDisposalUnitComponent : Component
{
[NetworkedComponent]
public abstract class SharedDisposalUnitComponent : Component
public const string ContainerId = "disposals";
/// <summary>
/// Sounds played upon the unit flushing.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("soundFlush")]
public SoundSpecifier? FlushSound = new SoundPathSpecifier("/Audio/Machines/disposalflush.ogg");
/// <summary>
/// State for this disposals unit.
/// </summary>
[DataField("state")]
public DisposalsPressureState State;
// TODO: Just make this use vaulting.
/// <summary>
/// We'll track whatever just left disposals so we know what collision we need to ignore until they stop intersecting our BB.
/// </summary>
[ViewVariables, DataField("recentlyEjected")]
public readonly List<EntityUid> RecentlyEjected = new();
/// <summary>
/// Next time the disposal unit will be pressurized.
/// </summary>
[DataField("nextPressurized", customTypeSerializer:typeof(TimeOffsetSerializer))]
public TimeSpan NextPressurized = TimeSpan.Zero;
/// <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("flushDelay")]
public TimeSpan FlushDelay = TimeSpan.FromSeconds(3);
[DataField("mobsCanEnter")]
public bool MobsCanEnter = true;
/// <summary>
/// Removes the pressure requirement for flushing.
/// </summary>
[DataField("disablePressure"), ViewVariables(VVAccess.ReadWrite)]
public bool DisablePressure = false;
/// <summary>
/// Last time that an entity tried to exit this disposal unit.
/// </summary>
[ViewVariables]
public TimeSpan LastExitAttempt;
[DataField("autoEngageEnabled")]
public bool AutomaticEngage = true;
[ViewVariables(VVAccess.ReadWrite)]
[DataField("autoEngageTime")]
public TimeSpan AutomaticEngageTime = TimeSpan.FromSeconds(30);
/// <summary>
/// Delay from trying to enter disposals ourselves.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("entryDelay")]
public float EntryDelay = 0.5f;
/// <summary>
/// Delay from trying to shove someone else into disposals.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float DraggedEntryDelay = 0.5f;
/// <summary>
/// Container of entities inside this disposal unit.
/// </summary>
[ViewVariables] public Container Container = default!;
// TODO: Network power shit instead fam.
[ViewVariables, DataField("powered")]
public bool Powered;
/// <summary>
/// Was the disposals unit engaged for a manual flush.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), DataField("engaged")]
public bool Engaged;
/// <summary>
/// Next time this unit will flush. Is the lesser of <see cref="FlushDelay"/> and <see cref="AutomaticEngageTime"/>
/// </summary>
[ViewVariables, DataField("nextFlush", customTypeSerializer:typeof(TimeOffsetSerializer))]
public TimeSpan? NextFlush;
[Serializable, NetSerializable]
public enum Visuals : byte
{
public const string ContainerId = "DisposalUnit";
VisualState,
Handle,
Light
}
// TODO: Could maybe turn the contact off instead far more cheaply as farseer (though not box2d) had support for it?
// Need to suss it out.
/// <summary>
/// We'll track whatever just left disposals so we know what collision we need to ignore until they stop intersecting our BB.
/// </summary>
public List<EntityUid> RecentlyEjected = new();
[Serializable, NetSerializable]
public enum VisualState : byte
{
UnAnchored,
Anchored,
Flushing,
Charging
}
[DataField("flushTime", required: true)]
public readonly float FlushTime;
[Serializable, NetSerializable]
public enum HandleState : byte
{
Normal,
Engaged
}
[DataField("mobsCanEnter")]
public bool MobsCanEnter = true;
[Serializable, NetSerializable]
[Flags]
public enum LightStates : byte
{
Off = 0,
Charging = 1 << 0,
Full = 1 << 1,
Ready = 1 << 2
}
/// <summary>
/// Removes the pressure requirement for flushing.
/// </summary>
[DataField("disablePressure"), ViewVariables(VVAccess.ReadWrite)]
public bool DisablePressure = false;
[Serializable, NetSerializable]
public enum UiButton : byte
{
Eject,
Engage,
Power
}
[Serializable, NetSerializable]
public enum Visuals : byte
[Serializable, NetSerializable]
public sealed class DisposalUnitBoundUserInterfaceState : BoundUserInterfaceState, IEquatable<DisposalUnitBoundUserInterfaceState>
{
public readonly string UnitName;
public readonly string UnitState;
public readonly TimeSpan FullPressureTime;
public readonly bool Powered;
public readonly bool Engaged;
public DisposalUnitBoundUserInterfaceState(string unitName, string unitState, TimeSpan fullPressureTime, bool powered,
bool engaged)
{
VisualState,
Handle,
Light
UnitName = unitName;
UnitState = unitState;
FullPressureTime = fullPressureTime;
Powered = powered;
Engaged = engaged;
}
[Serializable, NetSerializable]
public enum VisualState : byte
public bool Equals(DisposalUnitBoundUserInterfaceState? other)
{
UnAnchored,
Anchored,
Flushing,
Charging
}
[Serializable, NetSerializable]
public enum HandleState : byte
{
Normal,
Engaged
}
[Serializable, NetSerializable]
public enum LightStates : byte
{
Off = 0,
Charging = 1 << 0,
Full = 1 << 1,
Ready = 1 << 2
}
[Serializable, NetSerializable]
public enum UiButton : byte
{
Eject,
Engage,
Power
}
[Serializable, NetSerializable]
public enum PressureState : byte
{
Ready,
Pressurizing
}
public override ComponentState GetComponentState()
{
return new DisposalUnitComponentState(RecentlyEjected);
}
[Serializable, NetSerializable]
protected sealed class DisposalUnitComponentState : ComponentState
{
public List<EntityUid> RecentlyEjected;
public DisposalUnitComponentState(List<EntityUid> uids)
{
RecentlyEjected = uids;
}
}
[Serializable, NetSerializable]
public sealed class DisposalUnitBoundUserInterfaceState : BoundUserInterfaceState, IEquatable<DisposalUnitBoundUserInterfaceState>
{
public readonly string UnitName;
public readonly string UnitState;
public readonly TimeSpan FullPressureTime;
public readonly bool Powered;
public readonly bool Engaged;
public DisposalUnitBoundUserInterfaceState(string unitName, string unitState, TimeSpan fullPressureTime, bool powered,
bool engaged)
{
UnitName = unitName;
UnitState = unitState;
FullPressureTime = fullPressureTime;
Powered = powered;
Engaged = engaged;
}
public bool Equals(DisposalUnitBoundUserInterfaceState? other)
{
if (ReferenceEquals(null, other)) return false;
if (ReferenceEquals(this, other)) return true;
return UnitName == other.UnitName &&
UnitState == other.UnitState &&
Powered == other.Powered &&
Engaged == other.Engaged &&
FullPressureTime.Equals(other.FullPressureTime);
}
}
/// <summary>
/// Message data sent from client to server when a disposal unit ui button is pressed.
/// </summary>
[Serializable, NetSerializable]
public sealed class UiButtonPressedMessage : BoundUserInterfaceMessage
{
public readonly UiButton Button;
public UiButtonPressedMessage(UiButton button)
{
Button = button;
}
}
[Serializable, NetSerializable]
public enum DisposalUnitUiKey : byte
{
Key
if (ReferenceEquals(null, other)) return false;
if (ReferenceEquals(this, other)) return true;
return UnitName == other.UnitName &&
UnitState == other.UnitState &&
Powered == other.Powered &&
Engaged == other.Engaged &&
FullPressureTime.Equals(other.FullPressureTime);
}
}
/// <summary>
/// Message data sent from client to server when a disposal unit ui button is pressed.
/// </summary>
[Serializable, NetSerializable]
public sealed class UiButtonPressedMessage : BoundUserInterfaceMessage
{
public readonly UiButton Button;
public UiButtonPressedMessage(UiButton button)
{
Button = button;
}
}
[Serializable, NetSerializable]
public enum DisposalUnitUiKey : byte
{
Key
}
}
[Serializable, NetSerializable]
public enum DisposalsPressureState : byte
{
Ready,
/// <summary>
/// Has been flushed recently within FlushDelay.
/// </summary>
Flushed,
/// <summary>
/// FlushDelay has elapsed and now we're transitioning back to Ready.
/// </summary>
Pressurizing
}

View File

@@ -8,94 +8,154 @@ using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Throwing;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Serialization;
using Robust.Shared.Timing;
namespace Content.Shared.Disposal
namespace Content.Shared.Disposal;
[Serializable, NetSerializable]
public sealed class DisposalDoAfterEvent : SimpleDoAfterEvent
{
[Serializable, NetSerializable]
public sealed class DisposalDoAfterEvent : SimpleDoAfterEvent
}
public abstract class SharedDisposalUnitSystem : EntitySystem
{
[Dependency] protected readonly IGameTiming GameTiming = default!;
[Dependency] protected readonly MetaDataSystem Metadata = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
[Dependency] protected readonly SharedJointSystem Joints = default!;
protected static TimeSpan ExitAttemptDelay = TimeSpan.FromSeconds(0.5);
// Percentage
public const float PressurePerSecond = 0.05f;
/// <summary>
/// Gets the current pressure state of a disposals unit.
/// </summary>
/// <param name="uid"></param>
/// <param name="component"></param>
/// <param name="metadata"></param>
/// <returns></returns>
public DisposalsPressureState GetState(EntityUid uid, SharedDisposalUnitComponent component, MetaDataComponent? metadata = null)
{
var nextPressure = Metadata.GetPauseTime(uid, metadata) + component.NextPressurized - GameTiming.CurTime;
var pressurizeTime = 1f / PressurePerSecond;
var pressurizeDuration = pressurizeTime - component.FlushDelay.TotalSeconds;
if (nextPressure.TotalSeconds > pressurizeDuration)
{
return DisposalsPressureState.Flushed;
}
if (nextPressure > TimeSpan.Zero)
{
return DisposalsPressureState.Pressurizing;
}
return DisposalsPressureState.Ready;
}
[UsedImplicitly]
public abstract class SharedDisposalUnitSystem : EntitySystem
public float GetPressure(EntityUid uid, SharedDisposalUnitComponent component, MetaDataComponent? metadata = null)
{
[Dependency] protected readonly IGameTiming GameTiming = default!;
[Dependency] private readonly MobStateSystem _mobState = default!;
if (!Resolve(uid, ref metadata))
return 0f;
protected static TimeSpan ExitAttemptDelay = TimeSpan.FromSeconds(0.5);
var pauseTime = Metadata.GetPauseTime(uid, metadata);
return MathF.Min(1f,
(float) (GameTiming.CurTime - pauseTime - component.NextPressurized).TotalSeconds / PressurePerSecond);
}
// Percentage
public const float PressurePerSecond = 0.05f;
protected void OnPreventCollide(EntityUid uid, SharedDisposalUnitComponent component,
ref PreventCollideEvent args)
{
var otherBody = args.OtherEntity;
public override void Initialize()
// Items dropped shouldn't collide but items thrown should
if (EntityManager.HasComponent<ItemComponent>(otherBody) &&
!EntityManager.HasComponent<ThrownItemComponent>(otherBody))
{
base.Initialize();
SubscribeLocalEvent<SharedDisposalUnitComponent, PreventCollideEvent>(OnPreventCollide);
SubscribeLocalEvent<SharedDisposalUnitComponent, CanDropTargetEvent>(OnCanDragDropOn);
SubscribeLocalEvent<SharedDisposalUnitComponent, GotEmaggedEvent>(OnEmagged);
args.Cancelled = true;
return;
}
private void OnPreventCollide(EntityUid uid, SharedDisposalUnitComponent component,
ref PreventCollideEvent args)
if (component.RecentlyEjected.Contains(otherBody))
{
var otherBody = args.OtherEntity;
args.Cancelled = true;
}
}
// Items dropped shouldn't collide but items thrown should
if (EntityManager.HasComponent<ItemComponent>(otherBody) &&
!EntityManager.HasComponent<ThrownItemComponent>(otherBody))
{
args.Cancelled = true;
return;
}
protected void OnCanDragDropOn(EntityUid uid, SharedDisposalUnitComponent component, ref CanDropTargetEvent args)
{
if (args.Handled)
return;
if (component.RecentlyEjected.Contains(otherBody))
{
args.Cancelled = true;
}
args.CanDrop = CanInsert(uid, component, args.Dragged);
args.Handled = true;
}
protected void OnEmagged(EntityUid uid, SharedDisposalUnitComponent component, ref GotEmaggedEvent args)
{
component.DisablePressure = true;
args.Handled = true;
}
public virtual bool CanInsert(EntityUid uid, SharedDisposalUnitComponent component, EntityUid entity)
{
if (!EntityManager.GetComponent<TransformComponent>(uid).Anchored)
return false;
// TODO: Probably just need a disposable tag.
if (!EntityManager.TryGetComponent(entity, out ItemComponent? storable) &&
!EntityManager.HasComponent<BodyComponent>(entity))
{
return false;
}
private void OnCanDragDropOn(EntityUid uid, SharedDisposalUnitComponent component, ref CanDropTargetEvent args)
{
if (args.Handled)
return;
//Check if the entity is a mob and if mobs can be inserted
if (TryComp<MobStateComponent>(entity, out var damageState) && !component.MobsCanEnter)
return false;
args.CanDrop = CanInsert(uid, component, args.Dragged);
args.Handled = true;
if (EntityManager.TryGetComponent(entity, out PhysicsComponent? physics) &&
(physics.CanCollide || storable != null))
{
return true;
}
private void OnEmagged(EntityUid uid, SharedDisposalUnitComponent component, ref GotEmaggedEvent args)
return damageState != null && (!component.MobsCanEnter || _mobState.IsDead(entity, damageState));
}
/// <summary>
/// TODO: Proper prediction
/// </summary>
public abstract void DoInsertDisposalUnit(EntityUid uid, EntityUid toInsert, EntityUid user, SharedDisposalUnitComponent? disposal = null);
[Serializable, NetSerializable]
protected sealed class DisposalUnitComponentState : ComponentState
{
public SoundSpecifier? FlushSound;
public DisposalsPressureState State;
public TimeSpan NextPressurized;
public TimeSpan AutomaticEngageTime;
public TimeSpan? NextFlush;
public bool Powered;
public bool Engaged;
public List<EntityUid> RecentlyEjected;
public DisposalUnitComponentState(SoundSpecifier? flushSound, DisposalsPressureState state, TimeSpan nextPressurized, TimeSpan automaticEngageTime, TimeSpan? nextFlush, bool powered, bool engaged, List<EntityUid> recentlyEjected)
{
component.DisablePressure = true;
args.Handled = true;
}
public virtual bool CanInsert(EntityUid uid, SharedDisposalUnitComponent component, EntityUid entity)
{
if (!EntityManager.GetComponent<TransformComponent>(uid).Anchored)
return false;
// TODO: Probably just need a disposable tag.
if (!EntityManager.TryGetComponent(entity, out ItemComponent? storable) &&
!EntityManager.HasComponent<BodyComponent>(entity))
{
return false;
}
//Check if the entity is a mob and if mobs can be inserted
if (TryComp<MobStateComponent>(entity, out var damageState) && !component.MobsCanEnter)
return false;
if (EntityManager.TryGetComponent(entity, out PhysicsComponent? physics) &&
(physics.CanCollide || storable != null))
{
return true;
}
return damageState != null && (!component.MobsCanEnter || _mobState.IsDead(entity, damageState));
FlushSound = flushSound;
State = state;
NextPressurized = nextPressurized;
AutomaticEngageTime = automaticEngageTime;
NextFlush = nextFlush;
Powered = powered;
Engaged = engaged;
RecentlyEjected = recentlyEjected;
}
}
}