# Conflicts: # Content.Client/Administration/Managers/ClientAdminManager.cs # Content.Client/Administration/Systems/BwoinkSystem.cs # Content.Client/Alerts/ClientAlertsSystem.cs # Content.Client/Audio/BackgroundAudioSystem.cs # Content.Client/CardboardBox/CardboardBoxSystem.cs # Content.Client/Chemistry/UI/InjectorStatusControl.cs # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml # Content.Client/Chemistry/UI/ReagentDispenserWindow.xaml.cs # Content.Client/Clothing/ClientClothingSystem.cs # Content.Client/CriminalRecords/CriminalRecordsConsoleBoundUserInterface.cs # Content.Client/CriminalRecords/CriminalRecordsConsoleWindow.xaml.cs # Content.Client/Decals/Overlays/DecalOverlay.cs # Content.Client/DoAfter/DoAfterOverlay.cs # Content.Client/Doors/AirlockSystem.cs # Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml # Content.Client/HealthAnalyzer/UI/HealthAnalyzerWindow.xaml.cs # Content.Client/Launcher/LauncherConnectingGui.xaml # Content.Client/Launcher/LauncherConnectingGui.xaml.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/LobbyGui.xaml.cs # Content.Client/MainMenu/UI/MainMenuControl.xaml # Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml # Content.Client/MassMedia/Ui/MiniArticleCardControl.xaml.cs # Content.Client/MassMedia/Ui/NewsWriteMenu.xaml # Content.Client/MassMedia/Ui/NewsWriteMenu.xaml.cs # Content.Client/Options/UI/Tabs/MiscTab.xaml # Content.Client/Options/UI/Tabs/MiscTab.xaml.cs # Content.Client/Outline/InteractionOutlineSystem.cs # Content.Client/Overlays/ShowSecurityIconsSystem.cs # Content.Client/Players/PlayTimeTracking/JobRequirementsManager.cs # Content.Client/Popups/PopupOverlay.cs # Content.Client/Popups/PopupSystem.cs # Content.Client/Preferences/ClientPreferencesManager.cs # Content.Client/Preferences/UI/HumanoidProfileEditor.xaml # Content.Client/Preferences/UI/HumanoidProfileEditor.xaml.cs # Content.Client/StatusIcon/StatusIconOverlay.cs # Content.Client/Stylesheets/StyleNano.cs # Content.Client/UserInterface/Systems/Bwoink/AHelpUIController.cs # Content.Client/UserInterface/Systems/Chat/ChatUIController.cs # Content.Server/Access/Systems/IdCardConsoleSystem.cs # Content.Server/Administration/Commands/BanCommand.cs # Content.Server/Administration/Notes/AdminMessageEui.cs # Content.Server/Administration/Notes/AdminNotesSystem.cs # Content.Server/Administration/Notes/IAdminNotesManager.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/BwoinkSystem.cs # Content.Server/Administration/UI/PermissionsEui.cs # Content.Server/Antag/AntagSelectionSystem.cs # Content.Server/Atmos/EntitySystems/BarotraumaSystem.cs # Content.Server/Atmos/Piping/Unary/EntitySystems/GasThermoMachineSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Chemistry/EntitySystems/InjectorSystem.cs # Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs # Content.Server/Connection/ConnectionManager.cs # Content.Server/CriminalRecords/Systems/CriminalRecordsConsoleSystem.cs # Content.Server/Database/DatabaseRecords.cs # Content.Server/Database/ServerDbBase.cs # Content.Server/Database/ServerDbManager.cs # Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs # Content.Server/Doors/Systems/DoorSystem.cs # Content.Server/Execution/ExecutionSystem.cs # Content.Server/Explosion/EntitySystems/ExplosionSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.Evaporation.cs # Content.Server/GameTicking/GameTicker.Replays.cs # Content.Server/GameTicking/GameTicker.RoundFlow.cs # Content.Server/GameTicking/Rules/Components/ThiefRuleComponent.cs # Content.Server/GameTicking/Rules/GameRuleSystem.Utility.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/GameTicking/Rules/RevolutionaryRuleSystem.cs # Content.Server/GameTicking/Rules/ThiefRuleSystem.cs # Content.Server/GameTicking/Rules/TraitorRuleSystem.cs # Content.Server/GameTicking/Rules/ZombieRuleSystem.cs # Content.Server/Hands/Systems/HandsSystem.cs # Content.Server/Holosign/HolosignSystem.cs # Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs # Content.Server/Info/InfoSystem.cs # Content.Server/Kitchen/EntitySystems/SharpSystem.cs # Content.Server/Magic/MagicSystem.cs # Content.Server/MagicMirror/MagicMirrorSystem.cs # Content.Server/Mapping/MappingSystem.cs # Content.Server/MassMedia/Systems/NewsSystem.cs # Content.Server/Medical/Components/HealthAnalyzerComponent.cs # Content.Server/Medical/CrewMonitoring/CrewMonitoringServerSystem.cs # Content.Server/Medical/CryoPodSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Nutrition/EntitySystems/OpenableSystem.cs # Content.Server/Preferences/Managers/ServerPreferencesManager.cs # Content.Server/Remotes/DoorRemoteSystem.cs # Content.Server/Resist/EscapeInventorySystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.Abilities.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.Console.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Shuttles/Systems/ShuttleConsoleSystem.cs # Content.Server/Shuttles/Systems/ShuttleSystem.FasterThanLight.cs # Content.Server/Species/Systems/NymphSystem.cs # Content.Server/StationEvents/Components/GasLeakRuleComponent.cs # Content.Server/StationEvents/EventManagerSystem.cs # Content.Server/Store/Systems/StoreSystem.Ui.cs # Content.Server/Strip/StrippableSystem.cs # Content.Server/VendingMachines/VendingMachineSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared.Database/LogType.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Administration/AdminFlags.cs # Content.Shared/Administration/SharedBwoinkSystem.cs # Content.Shared/Anomaly/SharedAnomalySystem.cs # Content.Shared/Bed/Sleep/SharedSleepingSystem.cs # Content.Shared/Buckle/SharedBuckleSystem.Strap.cs # Content.Shared/Chat/ChatChannel.cs # Content.Shared/Chemistry/Components/InjectorComponent.cs # Content.Shared/Chemistry/EntitySystems/SharedInjectorSystem.cs # Content.Shared/Chemistry/SharedReagentDispenser.cs # Content.Shared/Containers/ItemSlot/ItemSlotsComponent.cs # Content.Shared/CriminalRecords/Systems/SharedCriminalRecordsConsoleSystem.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Friction/TileFrictionController.cs # Content.Shared/Humanoid/Prototypes/SpeciesPrototype.cs # Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs # Content.Shared/Implants/SharedImplanterSystem.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/MedicalScanner/HealthAnalyzerScannedUserMessage.cs # Content.Shared/Nutrition/Components/OpenableComponent.cs # Content.Shared/Nutrition/EntitySystems/SharedOpenableSystem.cs # Content.Shared/Nutrition/EntitySystems/ThirstSystem.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Preferences/ICharacterProfile.cs # Content.Shared/Projectiles/SharedProjectileSystem.cs # Content.Shared/Pulling/Systems/SharedPullingSystem.Actions.cs # Content.Shared/Security/SecurityStatus.cs # Content.Shared/Security/Systems/DeployableBarrierSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/Species/Systems/ReformSystem.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/StatusIcon/StatusIconPrototype.cs # Content.Shared/Store/ListingPrototype.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # README.md # Resources/Audio/Ambience/Antag/pirate_start.ogg # Resources/Changelog/Changelog.yml # Resources/Credits/GitHub.txt # Resources/Locale/en-US/criminal-records/criminal-records.ftl # Resources/Locale/en-US/escape-menu/ui/options-menu.ftl # Resources/Locale/en-US/medical/components/health-analyzer-component.ftl # Resources/Locale/en-US/reagents/meta/biological.ftl # Resources/Locale/en-US/reagents/meta/fun.ftl # Resources/Locale/en-US/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/seeds/seeds.ftl # Resources/Locale/en-US/wires/wire-names.ftl # Resources/Maps/Shuttles/cargo_fland.yml # Resources/Maps/core.yml # Resources/Maps/europa.yml # Resources/Maps/fland.yml # Resources/Maps/origin.yml # Resources/Maps/saltern.yml # Resources/Maps/train.yml # Resources/Prototypes/Actions/diona.yml # Resources/Prototypes/Atmospherics/gases.yml # Resources/Prototypes/Catalog/Cargo/cargo_emergency.yml # Resources/Prototypes/Catalog/Cargo/cargo_engines.yml # Resources/Prototypes/Catalog/Cargo/cargo_fun.yml # Resources/Prototypes/Catalog/Cargo/cargo_security.yml # Resources/Prototypes/Catalog/Cargo/cargo_service.yml # Resources/Prototypes/Catalog/Cargo/cargo_vending.yml # Resources/Prototypes/Catalog/Fills/Boxes/general.yml # Resources/Prototypes/Catalog/Fills/Boxes/syndicate.yml # Resources/Prototypes/Catalog/Fills/Crates/engines.yml # Resources/Prototypes/Catalog/Fills/Items/briefcases.yml # Resources/Prototypes/Catalog/Fills/Items/toolboxes.yml # Resources/Prototypes/Catalog/Fills/Lockers/dressers.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/bardrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/clothesmate.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medical.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/medidrobe.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/robotics.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sec.yml # Resources/Prototypes/Catalog/uplink_catalog.yml # Resources/Prototypes/Datasets/Names/first_male.yml # Resources/Prototypes/Datasets/tips.yml # Resources/Prototypes/Entities/Clothing/Hands/colored.yml # Resources/Prototypes/Entities/Clothing/Head/base_clothinghead.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml # Resources/Prototypes/Entities/Clothing/Uniforms/jumpsuits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/Player/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/slime.yml # Resources/Prototypes/Entities/Mobs/Species/vox.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks.yml # Resources/Prototypes/Entities/Objects/Consumable/Drinks/drinks_bottles.yml # Resources/Prototypes/Entities/Objects/Consumable/Food/produce.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/signaller.yml # Resources/Prototypes/Entities/Objects/Devices/nuke.yml # Resources/Prototypes/Entities/Objects/Devices/pda.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml # Resources/Prototypes/Entities/Objects/Materials/parts.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Misc/implanters.yml # Resources/Prototypes/Entities/Objects/Misc/kudzu.yml # Resources/Prototypes/Entities/Objects/Misc/rubber_stamp.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Hydroponics/tools.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/handheld_crew_monitor.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healthanalyzer.yml # Resources/Prototypes/Entities/Objects/Specific/Robotics/borg_modules.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/firebomb.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml # Resources/Prototypes/Entities/Structures/Decoration/curtains.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Doors/Windoors/base_structurewindoors.yml # Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Specific/Anomaly/anomalies.yml # Resources/Prototypes/Entities/Structures/Storage/glass_box.yml # Resources/Prototypes/Entities/Structures/Wallmounts/fireaxe_cabinet.yml # Resources/Prototypes/Entities/Structures/Wallmounts/switch.yml # Resources/Prototypes/Entities/Structures/Walls/asteroid.yml # Resources/Prototypes/Entities/Structures/Walls/grille.yml # Resources/Prototypes/Entities/Structures/Walls/walls.yml # Resources/Prototypes/Entities/Structures/Windows/window.yml # Resources/Prototypes/Entities/Structures/stairs.yml # Resources/Prototypes/GameRules/events.yml # Resources/Prototypes/Hydroponics/seeds.yml # Resources/Prototypes/Maps/saltern.yml # Resources/Prototypes/Reagents/biological.yml # Resources/Prototypes/Reagents/fun.yml # Resources/Prototypes/Recipes/Construction/Graphs/utilities/solarpanel.yml # Resources/Prototypes/Recipes/Construction/weapons.yml # Resources/Prototypes/Recipes/Crafting/improvised.yml # Resources/Prototypes/Recipes/Lathes/clothing.yml # Resources/Prototypes/Recipes/Reactions/fun.yml # Resources/Prototypes/Research/arsenal.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Fun/emergencyresponseteam.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Security/detective.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/departments.yml # Resources/Prototypes/Species/human.yml # Resources/Prototypes/Species/vox.yml # Resources/Prototypes/Stacks/Materials/materials.yml # Resources/Prototypes/StatusEffects/health.yml # Resources/Prototypes/Tiles/plating.yml # Resources/Prototypes/Voice/speech_emote_sounds.yml # Resources/Prototypes/Voice/speech_emotes.yml # Resources/Prototypes/explosion.yml # Resources/Prototypes/game_presets.yml # Resources/Prototypes/lobbyscreens.yml # Resources/Prototypes/secret_weights.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Jobs.xml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/Textures/Clothing/Belt/emt.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_medic.rsi/meta.json # Resources/Textures/Clothing/Head/Hats/beret_qm.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/bluesoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/corpsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greensoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/greysoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Head/Soft/paramedicsoft_flipped.rsi/meta.json # Resources/Textures/Clothing/Mask/neckgaiterred.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/slayer.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Uniforms/Jumpsuit/qmformal.rsi/meta.json # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNESW.png # Resources/Textures/Decals/Overlays/greyscale.rsi/checkerNWSE.png # Resources/Textures/Decals/Overlays/greyscale.rsi/fulltile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/halftile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/quartertile_overlay_90.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_180.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_270.png # Resources/Textures/Decals/Overlays/greyscale.rsi/threequartertile_overlay_90.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Interface/emotions.svg.192dpi.png.yml # Resources/Textures/LobbyScreens/dead-in-space.png.yml # Resources/Textures/LobbyScreens/doomed.webp.yml # Resources/Textures/LobbyScreens/pharmacy.png.yml # Resources/Textures/LobbyScreens/pharmacy.webp.yml # Resources/Textures/LobbyScreens/robotics.webp.yml # Resources/Textures/LobbyScreens/supermatter.png.yml # Resources/Textures/LobbyScreens/susstation.png.yml # Resources/Textures/LobbyScreens/warden.png.yml # Resources/Textures/LobbyScreens/warden.webp.yml # Resources/Textures/Mobs/Customization/human_hair.rsi/meta.json # Resources/Textures/Mobs/Effects/brute_damage.rsi/LLeg_Brute_40.png # Resources/Textures/Mobs/Effects/brute_damage.rsi/RLeg_Brute_40.png # Resources/Textures/Objects/Devices/nuke.rsi/meta.json # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_deployed.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_exploding.png # Resources/Textures/Objects/Devices/nuke.rsi/nuclearbomb_timing.png # Resources/Textures/Objects/Misc/books.rsi/meta.json # Resources/Textures/Objects/Misc/bureaucracy.rsi/paper_stamp-lawyer.png # Resources/Textures/Objects/Storage/boxes.rsi/meta.json # Resources/Textures/Objects/Tools/t-ray.rsi/tray-off.png # Resources/Textures/Objects/Tools/t-ray.rsi/tray-on.png # Resources/Textures/Objects/Weapons/Guns/Battery/mini-ebow.rsi/bolt.png # Resources/Textures/Structures/Doors/Airlocks/Standard/external.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Airlocks/Standard/shuttle_syndicate.rsi/emergency_open_unlit.png # Resources/Textures/Structures/Doors/Windoors/plasma.rsi/emergency_unlit.png # Resources/Textures/Structures/Doors/Windoors/uranium.rsi/emergency_unlit.png # Resources/Textures/Structures/Power/Generation/Singularity/emitter.rsi/locked.png # Resources/Textures/Tiles/attributions.yml # Resources/Textures/Tiles/shuttleblue.png # Resources/Textures/Tiles/shuttleorange.png # Resources/Textures/Tiles/shuttlepurple.png # Resources/Textures/Tiles/shuttlered.png # Resources/Textures/Tiles/shuttlewhite.png # Resources/Textures/White/Fluff/DOOMMAX/cap_cap.rsi/meta.json # Resources/Textures/White/Fluff/HSKveez/hardsuit.rsi/meta.json # Resources/Textures/White/Fluff/Vtergot/strictgloves.rsi/meta.json # Resources/clientCommandPerms.yml # Resources/migration.yml
832 lines
31 KiB
C#
832 lines
31 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server.Administration.Logs;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Disposal.Tube;
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using Content.Server.Carrying;
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using Content.Server.Disposal.Tube.Components;
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using Content.Server.Disposal.Unit.Components;
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using Content.Server.Popups;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Atmos;
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using Content.Shared.Database;
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using Content.Shared.Destructible;
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using Content.Shared.Disposal;
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using Content.Shared.Disposal.Components;
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using Content.Shared.DoAfter;
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using Content.Shared.DragDrop;
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using Content.Shared.Emag.Systems;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Interaction;
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using Content.Shared.Item;
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using Content.Shared.Movement.Events;
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using Content.Shared.Popups;
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using Content.Shared.Throwing;
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using Content.Shared.Verbs;
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using Robust.Server.Audio;
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using Robust.Server.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Utility;
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namespace Content.Server.Disposal.Unit.EntitySystems;
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public sealed class DisposalUnitSystem : SharedDisposalUnitSystem
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{
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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[Dependency] private readonly AtmosphereSystem _atmosSystem = default!;
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[Dependency] private readonly AudioSystem _audioSystem = default!;
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[Dependency] private readonly DisposalTubeSystem _disposalTubeSystem = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly PopupSystem _popupSystem = default!;
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[Dependency] private readonly PowerReceiverSystem _power = default!;
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[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfterSystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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[Dependency] private readonly TransformSystem _transformSystem = default!;
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[Dependency] private readonly UserInterfaceSystem _ui = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DisposalUnitComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<DisposalUnitComponent, PreventCollideEvent>(OnPreventCollide);
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SubscribeLocalEvent<DisposalUnitComponent, CanDropTargetEvent>(OnCanDragDropOn);
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SubscribeLocalEvent<DisposalUnitComponent, GotEmaggedEvent>(OnEmagged);
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// Shouldn't need re-anchoring.
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SubscribeLocalEvent<DisposalUnitComponent, AnchorStateChangedEvent>(OnAnchorChanged);
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// TODO: Predict me when hands predicted
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SubscribeLocalEvent<DisposalUnitComponent, ContainerRelayMovementEntityEvent>(OnMovement);
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SubscribeLocalEvent<DisposalUnitComponent, PowerChangedEvent>(OnPowerChange);
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SubscribeLocalEvent<DisposalUnitComponent, ComponentInit>(OnDisposalInit);
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SubscribeLocalEvent<DisposalUnitComponent, ThrowHitByEvent>(OnThrowCollide);
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SubscribeLocalEvent<DisposalUnitComponent, ActivateInWorldEvent>(OnActivate);
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SubscribeLocalEvent<DisposalUnitComponent, AfterInteractUsingEvent>(OnAfterInteractUsing);
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SubscribeLocalEvent<DisposalUnitComponent, DragDropTargetEvent>(OnDragDropOn);
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SubscribeLocalEvent<DisposalUnitComponent, DestructionEventArgs>(OnDestruction);
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SubscribeLocalEvent<DisposalUnitComponent, GetVerbsEvent<InteractionVerb>>(AddInsertVerb);
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SubscribeLocalEvent<DisposalUnitComponent, GetVerbsEvent<AlternativeVerb>>(AddDisposalAltVerbs);
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SubscribeLocalEvent<DisposalUnitComponent, GetVerbsEvent<Verb>>(AddClimbInsideVerb);
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SubscribeLocalEvent<DisposalUnitComponent, DisposalDoAfterEvent>(OnDoAfter);
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SubscribeLocalEvent<DisposalUnitComponent, SharedDisposalUnitComponent.UiButtonPressedMessage>(OnUiButtonPressed);
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}
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private void OnGetState(EntityUid uid, DisposalUnitComponent component, ref ComponentGetState args)
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{
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args.State = new DisposalUnitComponentState(
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component.FlushSound,
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component.State,
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component.NextPressurized,
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component.AutomaticEngageTime,
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component.NextFlush,
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component.Powered,
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component.Engaged,
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GetNetEntityList(component.RecentlyEjected));
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}
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private void AddDisposalAltVerbs(EntityUid uid, SharedDisposalUnitComponent component, GetVerbsEvent<AlternativeVerb> args)
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{
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if (!args.CanAccess || !args.CanInteract)
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return;
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// Behavior for if the disposals bin has items in it
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if (component.Container.ContainedEntities.Count > 0)
|
|
{
|
|
// Verbs to flush the unit
|
|
AlternativeVerb flushVerb = new()
|
|
{
|
|
Act = () => ManualEngage(uid, component),
|
|
Text = Loc.GetString("disposal-flush-verb-get-data-text"),
|
|
Icon = new SpriteSpecifier.Texture(new("/Textures/Interface/VerbIcons/delete_transparent.svg.192dpi.png")),
|
|
Priority = 1,
|
|
};
|
|
args.Verbs.Add(flushVerb);
|
|
|
|
// Verb to eject the contents
|
|
AlternativeVerb ejectVerb = new()
|
|
{
|
|
Act = () => TryEjectContents(uid, component),
|
|
Category = VerbCategory.Eject,
|
|
Text = Loc.GetString("disposal-eject-verb-get-data-text")
|
|
};
|
|
args.Verbs.Add(ejectVerb);
|
|
}
|
|
}
|
|
|
|
private void AddClimbInsideVerb(EntityUid uid, SharedDisposalUnitComponent component, GetVerbsEvent<Verb> args)
|
|
{
|
|
// This is not an interaction, activation, or alternative verb type because unfortunately most users are
|
|
// unwilling to accept that this is where they belong and don't want to accidentally climb inside.
|
|
if (!component.MobsCanEnter ||
|
|
!args.CanAccess ||
|
|
!args.CanInteract ||
|
|
component.Container.ContainedEntities.Contains(args.User) ||
|
|
!_actionBlockerSystem.CanMove(args.User))
|
|
{
|
|
return;
|
|
}
|
|
|
|
// Add verb to climb inside of the unit,
|
|
Verb verb = new()
|
|
{
|
|
Act = () => TryInsert(uid, args.User, args.User),
|
|
DoContactInteraction = true,
|
|
Text = Loc.GetString("disposal-self-insert-verb-get-data-text")
|
|
};
|
|
// TODO VERB ICON
|
|
// TODO VERB CATEGORY
|
|
// create a verb category for "enter"?
|
|
// See also, medical scanner. Also maybe add verbs for entering lockers/body bags?
|
|
args.Verbs.Add(verb);
|
|
}
|
|
|
|
private void AddInsertVerb(EntityUid uid, SharedDisposalUnitComponent component, GetVerbsEvent<InteractionVerb> args)
|
|
{
|
|
if (!args.CanAccess || !args.CanInteract || args.Hands == null || args.Using == null)
|
|
return;
|
|
|
|
if (!_actionBlockerSystem.CanDrop(args.User))
|
|
return;
|
|
|
|
if (!CanInsert(uid, component, args.Using.Value))
|
|
return;
|
|
|
|
InteractionVerb insertVerb = new()
|
|
{
|
|
Text = Name(args.Using.Value),
|
|
Category = VerbCategory.Insert,
|
|
Act = () =>
|
|
{
|
|
_handsSystem.TryDropIntoContainer(args.User, args.Using.Value, component.Container, checkActionBlocker: false, args.Hands);
|
|
_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User):player} inserted {ToPrettyString(args.Using.Value)} into {ToPrettyString(uid)}");
|
|
AfterInsert(uid, component, args.Using.Value, args.User);
|
|
}
|
|
};
|
|
|
|
args.Verbs.Add(insertVerb);
|
|
}
|
|
|
|
private void OnDoAfter(EntityUid uid, SharedDisposalUnitComponent component, DoAfterEvent args)
|
|
{
|
|
if (args.Handled || args.Cancelled || args.Args.Target == null || args.Args.Used == null)
|
|
return;
|
|
|
|
AfterInsert(uid, component, args.Args.Target.Value, args.Args.User, doInsert: true);
|
|
|
|
args.Handled = true;
|
|
}
|
|
|
|
public override void DoInsertDisposalUnit(EntityUid uid, EntityUid toInsert, EntityUid user, SharedDisposalUnitComponent? disposal = null)
|
|
{
|
|
if (!ResolveDisposals(uid, ref disposal))
|
|
return;
|
|
|
|
if (!_containerSystem.Insert(toInsert, disposal.Container))
|
|
return;
|
|
|
|
_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(user):player} inserted {ToPrettyString(toInsert)} into {ToPrettyString(uid)}");
|
|
AfterInsert(uid, disposal, toInsert, user);
|
|
}
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
base.Update(frameTime);
|
|
|
|
var query = EntityQueryEnumerator<DisposalUnitComponent, MetaDataComponent>();
|
|
while (query.MoveNext(out var uid, out var unit, out var metadata))
|
|
{
|
|
Update(uid, unit, metadata, frameTime);
|
|
}
|
|
}
|
|
|
|
#region UI Handlers
|
|
private void OnUiButtonPressed(EntityUid uid, SharedDisposalUnitComponent component, SharedDisposalUnitComponent.UiButtonPressedMessage args)
|
|
{
|
|
if (args.Session.AttachedEntity is not { Valid: true } player)
|
|
{
|
|
return;
|
|
}
|
|
|
|
switch (args.Button)
|
|
{
|
|
case SharedDisposalUnitComponent.UiButton.Eject:
|
|
TryEjectContents(uid, component);
|
|
_adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(player):player} hit eject button on {ToPrettyString(uid)}");
|
|
break;
|
|
case SharedDisposalUnitComponent.UiButton.Engage:
|
|
ToggleEngage(uid, component);
|
|
_adminLogger.Add(LogType.Action, LogImpact.Low, $"{ToPrettyString(player):player} hit flush button on {ToPrettyString(uid)}, it's now {(component.Engaged ? "on" : "off")}");
|
|
break;
|
|
case SharedDisposalUnitComponent.UiButton.Power:
|
|
_power.TogglePower(uid, user: args.Session.AttachedEntity);
|
|
break;
|
|
default:
|
|
throw new ArgumentOutOfRangeException($"{ToPrettyString(player):player} attempted to hit a nonexistant button on {ToPrettyString(uid)}");
|
|
}
|
|
}
|
|
|
|
public void ToggleEngage(EntityUid uid, SharedDisposalUnitComponent component)
|
|
{
|
|
component.Engaged ^= true;
|
|
|
|
if (component.Engaged)
|
|
{
|
|
ManualEngage(uid, component);
|
|
}
|
|
else
|
|
{
|
|
Disengage(uid, component);
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
#region Eventbus Handlers
|
|
|
|
private void OnActivate(EntityUid uid, SharedDisposalUnitComponent component, ActivateInWorldEvent args)
|
|
{
|
|
if (!TryComp(args.User, out ActorComponent? actor))
|
|
{
|
|
return;
|
|
}
|
|
|
|
args.Handled = true;
|
|
_ui.TryOpen(uid, SharedDisposalUnitComponent.DisposalUnitUiKey.Key, actor.PlayerSession);
|
|
}
|
|
|
|
private void OnAfterInteractUsing(EntityUid uid, SharedDisposalUnitComponent component, AfterInteractUsingEvent args)
|
|
{
|
|
if (args.Handled || !args.CanReach)
|
|
return;
|
|
|
|
if (!HasComp<HandsComponent>(args.User))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!CanInsert(uid, component, args.Used) || !_handsSystem.TryDropIntoContainer(args.User, args.Used, component.Container))
|
|
{
|
|
return;
|
|
}
|
|
|
|
_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(args.User):player} inserted {ToPrettyString(args.Used)} into {ToPrettyString(uid)}");
|
|
AfterInsert(uid, component, args.Used, args.User);
|
|
args.Handled = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Thrown items have a chance of bouncing off the unit and not going in.
|
|
/// </summary>
|
|
private void OnThrowCollide(EntityUid uid, SharedDisposalUnitComponent component, ThrowHitByEvent args)
|
|
{
|
|
var canInsert = CanInsert(uid, component, args.Thrown);
|
|
|
|
if (!canInsert) // WD edit
|
|
return;
|
|
|
|
var inserted = _containerSystem.Insert(args.Thrown, component.Container);
|
|
|
|
if (!inserted)
|
|
{
|
|
throw new InvalidOperationException("Container insertion failed but CanInsert returned true");
|
|
}
|
|
|
|
if (args.Component.Thrower != null)
|
|
_adminLogger.Add(LogType.Landed, LogImpact.Low, $"{ToPrettyString(args.Thrown)} thrown by {ToPrettyString(args.Component.Thrower.Value):player} landed in {ToPrettyString(uid)}");
|
|
|
|
AfterInsert(uid, component, args.Thrown);
|
|
}
|
|
|
|
private void OnDisposalInit(EntityUid uid, SharedDisposalUnitComponent component, ComponentInit args)
|
|
{
|
|
component.Container = _containerSystem.EnsureContainer<Container>(uid, SharedDisposalUnitComponent.ContainerId);
|
|
|
|
UpdateInterface(uid, component, component.Powered);
|
|
}
|
|
|
|
private void OnPowerChange(EntityUid uid, SharedDisposalUnitComponent component, ref PowerChangedEvent args)
|
|
{
|
|
if (!component.Running || args.Powered == component.Powered)
|
|
return;
|
|
|
|
component.Powered = args.Powered;
|
|
UpdateVisualState(uid, component);
|
|
UpdateInterface(uid, component, args.Powered);
|
|
|
|
if (!args.Powered)
|
|
{
|
|
component.NextFlush = null;
|
|
Dirty(uid, component);
|
|
return;
|
|
}
|
|
|
|
if (component.Engaged && !TryFlush(uid, component))
|
|
{
|
|
QueueAutomaticEngage(uid, component);
|
|
}
|
|
}
|
|
|
|
// TODO: This should just use the same thing as entity storage?
|
|
private void OnMovement(EntityUid uid, SharedDisposalUnitComponent component, ref ContainerRelayMovementEntityEvent args)
|
|
{
|
|
var currentTime = GameTiming.CurTime;
|
|
|
|
if (!TryComp(args.Entity, out HandsComponent? hands) ||
|
|
hands.Count == 0 ||
|
|
currentTime < component.LastExitAttempt + ExitAttemptDelay)
|
|
{
|
|
return;
|
|
}
|
|
|
|
component.LastExitAttempt = currentTime;
|
|
Remove(uid, component, args.Entity);
|
|
}
|
|
|
|
private void OnAnchorChanged(EntityUid uid, SharedDisposalUnitComponent component, ref AnchorStateChangedEvent args)
|
|
{
|
|
if (Terminating(uid))
|
|
return;
|
|
|
|
UpdateVisualState(uid, component);
|
|
if (!args.Anchored)
|
|
TryEjectContents(uid, component);
|
|
}
|
|
|
|
private void OnDestruction(EntityUid uid, SharedDisposalUnitComponent component, DestructionEventArgs args)
|
|
{
|
|
TryEjectContents(uid, component);
|
|
}
|
|
|
|
private void OnDragDropOn(EntityUid uid, SharedDisposalUnitComponent component, ref DragDropTargetEvent args)
|
|
{
|
|
args.Handled = TryInsert(uid, args.Dragged, args.User);
|
|
}
|
|
|
|
#endregion
|
|
|
|
private void UpdateState(EntityUid uid, DisposalsPressureState state, SharedDisposalUnitComponent component, MetaDataComponent metadata)
|
|
{
|
|
if (component.State == state)
|
|
return;
|
|
|
|
component.State = state;
|
|
UpdateVisualState(uid, component);
|
|
UpdateInterface(uid, component, component.Powered);
|
|
Dirty(uid, component, metadata);
|
|
|
|
if (state == DisposalsPressureState.Ready)
|
|
{
|
|
component.NextPressurized = TimeSpan.Zero;
|
|
|
|
// Manually engaged
|
|
if (component.Engaged)
|
|
{
|
|
component.NextFlush = GameTiming.CurTime + component.ManualFlushTime;
|
|
}
|
|
else if (component.Container.ContainedEntities.Count > 0)
|
|
{
|
|
component.NextFlush = GameTiming.CurTime + component.AutomaticEngageTime;
|
|
}
|
|
else
|
|
{
|
|
component.NextFlush = null;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Work out if we can stop updating this disposals component i.e. full pressure and nothing colliding.
|
|
/// </summary>
|
|
private void Update(EntityUid uid, SharedDisposalUnitComponent component, MetaDataComponent metadata, float frameTime)
|
|
{
|
|
var state = GetState(uid, component, metadata);
|
|
|
|
// Pressurizing, just check if we need a state update.
|
|
if (component.NextPressurized > GameTiming.CurTime)
|
|
{
|
|
UpdateState(uid, state, component, metadata);
|
|
return;
|
|
}
|
|
|
|
if (component.NextFlush != null)
|
|
{
|
|
if (component.NextFlush.Value < GameTiming.CurTime)
|
|
{
|
|
TryFlush(uid, component);
|
|
}
|
|
}
|
|
|
|
UpdateState(uid, state, component, metadata);
|
|
|
|
Box2? disposalsBounds = null;
|
|
var count = component.RecentlyEjected.Count;
|
|
|
|
if (count > 0)
|
|
{
|
|
if (!HasComp<PhysicsComponent>(uid))
|
|
{
|
|
component.RecentlyEjected.Clear();
|
|
}
|
|
else
|
|
{
|
|
disposalsBounds = _lookup.GetWorldAABB(uid);
|
|
}
|
|
}
|
|
|
|
for (var i = 0; i < component.RecentlyEjected.Count; i++)
|
|
{
|
|
var ejectedId = component.RecentlyEjected[i];
|
|
if (HasComp<PhysicsComponent>(ejectedId))
|
|
{
|
|
// TODO: We need to use a specific collision method (which sloth hasn't coded yet) for actual bounds overlaps.
|
|
// TODO: Come do this sloth :^)
|
|
// Check for itemcomp as we won't just block the disposal unit "sleeping" for something it can't collide with anyway.
|
|
if (!HasComp<ItemComponent>(ejectedId)
|
|
&& _lookup.GetWorldAABB(ejectedId).Intersects(disposalsBounds!.Value))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
component.RecentlyEjected.RemoveAt(i);
|
|
i--;
|
|
}
|
|
}
|
|
|
|
if (count != component.RecentlyEjected.Count)
|
|
Dirty(uid, component, metadata);
|
|
}
|
|
|
|
public bool TryInsert(EntityUid unitId, EntityUid toInsertId, EntityUid? userId, DisposalUnitComponent? unit = null)
|
|
{
|
|
if (!Resolve(unitId, ref unit))
|
|
return false;
|
|
|
|
if (userId.HasValue && !HasComp<HandsComponent>(userId) && toInsertId != userId) // Mobs like mouse can Jump inside even with no hands
|
|
{
|
|
_popupSystem.PopupEntity(Loc.GetString("disposal-unit-no-hands"), userId.Value, userId.Value, PopupType.SmallCaution);
|
|
return false;
|
|
}
|
|
|
|
if (!CanInsert(unitId, unit, toInsertId))
|
|
return false;
|
|
|
|
if (HasComp<CarryingComponent>(toInsertId))
|
|
return false;
|
|
|
|
bool insertingSelf = userId == toInsertId;
|
|
|
|
var delay = insertingSelf ? unit.EntryDelay : unit.DraggedEntryDelay;
|
|
|
|
if (userId != null && !insertingSelf)
|
|
_popupSystem.PopupEntity(Loc.GetString("disposal-unit-being-inserted", ("user", Identity.Entity((EntityUid) userId, EntityManager))), toInsertId, toInsertId, PopupType.Large);
|
|
|
|
if (delay <= 0 || userId == null)
|
|
{
|
|
AfterInsert(unitId, unit, toInsertId, userId, doInsert: true);
|
|
return true;
|
|
}
|
|
|
|
// Can't check if our target AND disposals moves currently so we'll just check target.
|
|
// if you really want to check if disposals moves then add a predicate.
|
|
var doAfterArgs = new DoAfterArgs(EntityManager, userId.Value, delay, new DisposalDoAfterEvent(), unitId, target: toInsertId, used: unitId)
|
|
{
|
|
BreakOnDamage = true,
|
|
BreakOnMove = true,
|
|
NeedHand = false
|
|
};
|
|
|
|
_doAfterSystem.TryStartDoAfter(doAfterArgs);
|
|
return true;
|
|
}
|
|
|
|
|
|
public bool TryFlush(EntityUid uid, SharedDisposalUnitComponent component)
|
|
{
|
|
if (!CanFlush(uid, component))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (component.NextFlush != null)
|
|
component.NextFlush = component.NextFlush.Value + component.AutomaticEngageTime;
|
|
|
|
var beforeFlushArgs = new BeforeDisposalFlushEvent();
|
|
RaiseLocalEvent(uid, beforeFlushArgs);
|
|
|
|
if (beforeFlushArgs.Cancelled)
|
|
{
|
|
Disengage(uid, component);
|
|
return false;
|
|
}
|
|
|
|
var xform = Transform(uid);
|
|
if (!TryComp(xform.GridUid, out MapGridComponent? grid))
|
|
return false;
|
|
|
|
var coords = xform.Coordinates;
|
|
var entry = grid.GetLocal(coords)
|
|
.FirstOrDefault(HasComp<DisposalEntryComponent>);
|
|
|
|
if (entry == default || component is not DisposalUnitComponent sDisposals)
|
|
{
|
|
component.Engaged = false;
|
|
Dirty(uid, component);
|
|
return false;
|
|
}
|
|
|
|
HandleAir(uid, sDisposals, xform);
|
|
|
|
_disposalTubeSystem.TryInsert(entry, sDisposals, beforeFlushArgs.Tags);
|
|
|
|
component.NextPressurized = GameTiming.CurTime;
|
|
if (!component.DisablePressure)
|
|
component.NextPressurized += TimeSpan.FromSeconds(1f / PressurePerSecond);
|
|
|
|
component.Engaged = false;
|
|
// stop queuing NOW
|
|
component.NextFlush = null;
|
|
|
|
UpdateVisualState(uid, component, true);
|
|
UpdateInterface(uid, component, component.Powered);
|
|
|
|
Dirty(uid, component);
|
|
|
|
return true;
|
|
}
|
|
|
|
private void HandleAir(EntityUid uid, DisposalUnitComponent component, TransformComponent xform)
|
|
{
|
|
var air = component.Air;
|
|
var indices = _transformSystem.GetGridTilePositionOrDefault((uid, xform));
|
|
|
|
if (_atmosSystem.GetTileMixture(xform.GridUid, xform.MapUid, indices, true) is { Temperature: > 0f } environment)
|
|
{
|
|
var transferMoles = 0.1f * (0.25f * Atmospherics.OneAtmosphere * 1.01f - air.Pressure) * air.Volume / (environment.Temperature * Atmospherics.R);
|
|
|
|
component.Air = environment.Remove(transferMoles);
|
|
}
|
|
}
|
|
|
|
public void UpdateInterface(EntityUid uid, SharedDisposalUnitComponent component, bool powered)
|
|
{
|
|
var compState = GetState(uid, component);
|
|
var stateString = Loc.GetString($"disposal-unit-state-{compState}");
|
|
var state = new SharedDisposalUnitComponent.DisposalUnitBoundUserInterfaceState(Name(uid), stateString, EstimatedFullPressure(uid, component), powered, component.Engaged);
|
|
_ui.TrySetUiState(uid, SharedDisposalUnitComponent.DisposalUnitUiKey.Key, state);
|
|
|
|
var stateUpdatedEvent = new DisposalUnitUIStateUpdatedEvent(state);
|
|
RaiseLocalEvent(uid, stateUpdatedEvent);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns the estimated time when the disposal unit will be back to full pressure.
|
|
/// </summary>
|
|
private TimeSpan EstimatedFullPressure(EntityUid uid, SharedDisposalUnitComponent component)
|
|
{
|
|
if (component.NextPressurized < GameTiming.CurTime)
|
|
return TimeSpan.Zero;
|
|
|
|
return component.NextPressurized;
|
|
}
|
|
|
|
public void UpdateVisualState(EntityUid uid, SharedDisposalUnitComponent component, bool flush = false)
|
|
{
|
|
if (!TryComp(uid, out AppearanceComponent? appearance))
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!Transform(uid).Anchored)
|
|
{
|
|
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.VisualState, SharedDisposalUnitComponent.VisualState.UnAnchored, appearance);
|
|
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.Handle, SharedDisposalUnitComponent.HandleState.Normal, appearance);
|
|
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.Light, SharedDisposalUnitComponent.LightStates.Off, appearance);
|
|
return;
|
|
}
|
|
|
|
var state = GetState(uid, component);
|
|
|
|
switch (state)
|
|
{
|
|
case DisposalsPressureState.Flushed:
|
|
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.VisualState, SharedDisposalUnitComponent.VisualState.Flushing, appearance);
|
|
break;
|
|
case DisposalsPressureState.Pressurizing:
|
|
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.VisualState, SharedDisposalUnitComponent.VisualState.Charging, appearance);
|
|
break;
|
|
case DisposalsPressureState.Ready:
|
|
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.VisualState, SharedDisposalUnitComponent.VisualState.Anchored, appearance);
|
|
break;
|
|
}
|
|
|
|
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.Handle, component.Engaged
|
|
? SharedDisposalUnitComponent.HandleState.Engaged
|
|
: SharedDisposalUnitComponent.HandleState.Normal, appearance);
|
|
|
|
if (!component.Powered)
|
|
{
|
|
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.Light, SharedDisposalUnitComponent.LightStates.Off, appearance);
|
|
return;
|
|
}
|
|
|
|
var lightState = SharedDisposalUnitComponent.LightStates.Off;
|
|
|
|
if (component.Container.ContainedEntities.Count > 0)
|
|
{
|
|
lightState |= SharedDisposalUnitComponent.LightStates.Full;
|
|
}
|
|
|
|
if (state is DisposalsPressureState.Pressurizing or DisposalsPressureState.Flushed)
|
|
{
|
|
lightState |= SharedDisposalUnitComponent.LightStates.Charging;
|
|
}
|
|
else
|
|
{
|
|
lightState |= SharedDisposalUnitComponent.LightStates.Ready;
|
|
}
|
|
|
|
_appearance.SetData(uid, SharedDisposalUnitComponent.Visuals.Light, lightState, appearance);
|
|
}
|
|
|
|
public void Remove(EntityUid uid, SharedDisposalUnitComponent component, EntityUid toRemove)
|
|
{
|
|
_containerSystem.Remove(toRemove, component.Container);
|
|
|
|
if (component.Container.ContainedEntities.Count == 0)
|
|
{
|
|
// If not manually engaged then reset the flushing entirely.
|
|
if (!component.Engaged)
|
|
{
|
|
component.NextFlush = null;
|
|
}
|
|
}
|
|
|
|
if (!component.RecentlyEjected.Contains(toRemove))
|
|
component.RecentlyEjected.Add(toRemove);
|
|
|
|
UpdateVisualState(uid, component);
|
|
Dirty(uid, component);
|
|
}
|
|
|
|
public bool CanFlush(EntityUid unit, SharedDisposalUnitComponent component)
|
|
{
|
|
return GetState(unit, component) == DisposalsPressureState.Ready
|
|
&& component.Powered
|
|
&& Comp<TransformComponent>(unit).Anchored;
|
|
}
|
|
|
|
public void ManualEngage(EntityUid uid, SharedDisposalUnitComponent component, MetaDataComponent? metadata = null)
|
|
{
|
|
component.Engaged = true;
|
|
UpdateVisualState(uid, component);
|
|
UpdateInterface(uid, component, component.Powered);
|
|
Dirty(uid, component);
|
|
|
|
if (!CanFlush(uid, component))
|
|
return;
|
|
|
|
if (!Resolve(uid, ref metadata))
|
|
return;
|
|
|
|
var pauseTime = Metadata.GetPauseTime(uid, metadata);
|
|
var nextEngage = GameTiming.CurTime - pauseTime + component.ManualFlushTime;
|
|
component.NextFlush = TimeSpan.FromSeconds(Math.Min((component.NextFlush ?? TimeSpan.MaxValue).TotalSeconds, nextEngage.TotalSeconds));
|
|
}
|
|
|
|
public void Disengage(EntityUid uid, SharedDisposalUnitComponent component)
|
|
{
|
|
component.Engaged = false;
|
|
|
|
if (component.Container.ContainedEntities.Count == 0)
|
|
{
|
|
component.NextFlush = null;
|
|
}
|
|
|
|
UpdateVisualState(uid, component);
|
|
UpdateInterface(uid, component, component.Powered);
|
|
Dirty(uid, component);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Remove all entities currently in the disposal unit.
|
|
/// </summary>
|
|
public void TryEjectContents(EntityUid uid, SharedDisposalUnitComponent component)
|
|
{
|
|
foreach (var entity in component.Container.ContainedEntities.ToArray())
|
|
{
|
|
Remove(uid, component, entity);
|
|
}
|
|
|
|
if (!component.Engaged)
|
|
{
|
|
component.NextFlush = null;
|
|
Dirty(uid, component);
|
|
}
|
|
}
|
|
|
|
public override bool HasDisposals(EntityUid? uid)
|
|
{
|
|
return HasComp<DisposalUnitComponent>(uid);
|
|
}
|
|
|
|
public override bool ResolveDisposals(EntityUid uid, [NotNullWhen(true)] ref SharedDisposalUnitComponent? component)
|
|
{
|
|
if (component != null)
|
|
return true;
|
|
|
|
TryComp<DisposalUnitComponent>(uid, out var storage);
|
|
component = storage;
|
|
return component != null;
|
|
}
|
|
|
|
public override bool CanInsert(EntityUid uid, SharedDisposalUnitComponent component, EntityUid entity)
|
|
{
|
|
if (!base.CanInsert(uid, component, entity))
|
|
return false;
|
|
|
|
return _containerSystem.CanInsert(entity, component.Container);
|
|
}
|
|
|
|
/// <summary>
|
|
/// If something is inserted (or the likes) then we'll queue up an automatic flush in the future.
|
|
/// </summary>
|
|
public void QueueAutomaticEngage(EntityUid uid, SharedDisposalUnitComponent component, MetaDataComponent? metadata = null)
|
|
{
|
|
if (component.Deleted || !component.AutomaticEngage || !component.Powered && component.Container.ContainedEntities.Count == 0)
|
|
{
|
|
return;
|
|
}
|
|
|
|
var pauseTime = Metadata.GetPauseTime(uid, metadata);
|
|
var automaticTime = GameTiming.CurTime + component.AutomaticEngageTime - pauseTime;
|
|
var flushTime = TimeSpan.FromSeconds(Math.Min((component.NextFlush ?? TimeSpan.MaxValue).TotalSeconds, automaticTime.TotalSeconds));
|
|
|
|
component.NextFlush = flushTime;
|
|
Dirty(uid, component);
|
|
}
|
|
|
|
public void AfterInsert(EntityUid uid, SharedDisposalUnitComponent component, EntityUid inserted, EntityUid? user = null, bool doInsert = false)
|
|
{
|
|
_audioSystem.PlayPvs(component.InsertSound, uid);
|
|
|
|
if (doInsert && !_containerSystem.Insert(inserted, component.Container))
|
|
return;
|
|
|
|
if (user != inserted && user != null)
|
|
_adminLogger.Add(LogType.Action, LogImpact.Medium, $"{ToPrettyString(user.Value):player} inserted {ToPrettyString(inserted)} into {ToPrettyString(uid)}");
|
|
|
|
QueueAutomaticEngage(uid, component);
|
|
|
|
if (TryComp(inserted, out ActorComponent? actor))
|
|
{
|
|
_ui.TryClose(uid, SharedDisposalUnitComponent.DisposalUnitUiKey.Key, actor.PlayerSession);
|
|
}
|
|
|
|
// Maybe do pullable instead? Eh still fine.
|
|
Joints.RecursiveClearJoints(inserted);
|
|
UpdateVisualState(uid, component);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sent before the disposal unit flushes it's contents.
|
|
/// Allows adding tags for sorting and preventing the disposal unit from flushing.
|
|
/// </summary>
|
|
public sealed class DisposalUnitUIStateUpdatedEvent : EntityEventArgs
|
|
{
|
|
public SharedDisposalUnitComponent.DisposalUnitBoundUserInterfaceState State;
|
|
|
|
public DisposalUnitUIStateUpdatedEvent(SharedDisposalUnitComponent.DisposalUnitBoundUserInterfaceState state)
|
|
{
|
|
State = state;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sent before the disposal unit flushes it's contents.
|
|
/// Allows adding tags for sorting and preventing the disposal unit from flushing.
|
|
/// </summary>
|
|
public sealed class BeforeDisposalFlushEvent : CancellableEntityEventArgs
|
|
{
|
|
public readonly List<string> Tags = new();
|
|
}
|