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crystall-punk-14/Content.Server/Disposal/Tube/DisposalTubeSystem.cs

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using Content.Server.Construction.Completions;
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using Content.Server.Disposal.Tube.Components;
using Content.Server.Hands.Components;
using Content.Server.UserInterface;
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using Content.Shared.Destructible;
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using Content.Shared.Disposal.Components;
using Content.Shared.Movement.Events;
using Content.Shared.Popups;
using Robust.Shared.Audio;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Timing;
using System.Text;
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namespace Content.Server.Disposal.Tube
{
public sealed class DisposalTubeSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearanceSystem = default!;
public override void Initialize()
{
base.Initialize();
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SubscribeLocalEvent<DisposalTubeComponent, AnchorStateChangedEvent>(OnAnchorChange);
SubscribeLocalEvent<DisposalTubeComponent, ContainerRelayMovementEntityEvent>(OnRelayMovement);
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SubscribeLocalEvent<DisposalTubeComponent, BreakageEventArgs>(OnBreak);
SubscribeLocalEvent<DisposalRouterComponent, ActivatableUIOpenAttemptEvent>(OnOpenRouterUIAttempt);
SubscribeLocalEvent<DisposalTaggerComponent, ActivatableUIOpenAttemptEvent>(OnOpenTaggerUIAttempt);
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SubscribeLocalEvent<DisposalTubeComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<DisposalTubeComponent, ConstructionBeforeDeleteEvent>(OnDeconstruct);
}
private void OnDeconstruct(EntityUid uid, DisposalTubeComponent component, ConstructionBeforeDeleteEvent args)
{
component.Disconnect();
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}
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private void OnStartup(EntityUid uid, DisposalTubeComponent component, ComponentStartup args)
{
UpdateAnchored(uid, component, Transform(uid).Anchored);
ECS verbs and update context menu (#4594) * Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
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}
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private void OnRelayMovement(EntityUid uid, DisposalTubeComponent component, ref ContainerRelayMovementEntityEvent args)
{
if (_gameTiming.CurTime < component.LastClang + DisposalTubeComponent.ClangDelay)
{
return;
}
component.LastClang = _gameTiming.CurTime;
SoundSystem.Play(component.ClangSound.GetSound(), Filter.Pvs(uid), uid);
}
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private void OnBreak(EntityUid uid, DisposalTubeComponent component, BreakageEventArgs args)
{
component.Disconnect();
}
private void OnOpenRouterUIAttempt(EntityUid uid, DisposalRouterComponent router, ActivatableUIOpenAttemptEvent args)
{
if (!TryComp<HandsComponent>(args.User, out var hands))
{
uid.PopupMessage(args.User, Loc.GetString("disposal-router-window-tag-input-activate-no-hands"));
return;
}
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var activeHandEntity = hands.ActiveHandEntity;
if (activeHandEntity != null)
{
args.Cancel();
}
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UpdateRouterUserInterface(router);
}
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private void OnOpenTaggerUIAttempt(EntityUid uid, DisposalTaggerComponent tagger, ActivatableUIOpenAttemptEvent args)
{
if (!TryComp<HandsComponent>(args.User, out var hands))
{
uid.PopupMessage(args.User, Loc.GetString("disposal-tagger-window-activate-no-hands"));
return;
}
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var activeHandEntity = hands.ActiveHandEntity;
if (activeHandEntity != null)
{
args.Cancel();
}
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tagger.UserInterface?.SetState(new SharedDisposalTaggerComponent.DisposalTaggerUserInterfaceState(tagger.Tag));
}
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/// <summary>
/// Gets component data to be used to update the user interface client-side.
/// </summary>
/// <returns>Returns a <see cref="SharedDisposalRouterComponent.DisposalRouterUserInterfaceState"/></returns>
private void UpdateRouterUserInterface(DisposalRouterComponent router)
{
if (router.Tags.Count <= 0)
{
router.UserInterface?.SetState(new SharedDisposalRouterComponent.DisposalRouterUserInterfaceState(""));
return;
}
var taglist = new StringBuilder();
foreach (var tag in router.Tags)
{
taglist.Append(tag);
taglist.Append(", ");
}
taglist.Remove(taglist.Length - 2, 2);
router.UserInterface?.SetState(new SharedDisposalRouterComponent.DisposalRouterUserInterfaceState(taglist.ToString()));
}
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private void OnAnchorChange(EntityUid uid, DisposalTubeComponent component, ref AnchorStateChangedEvent args)
{
UpdateAnchored(uid, component, args.Anchored);
}
private void UpdateAnchored(EntityUid uid, DisposalTubeComponent component, bool anchored)
{
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if (anchored)
{
component.Connect();
// TODO this visual data should just generalized into some anchored-visuals system/comp, this has nothing to do with disposal tubes.
_appearanceSystem.SetData(uid, DisposalTubeVisuals.VisualState, DisposalTubeVisualState.Anchored);
}
else
{
component.Disconnect();
_appearanceSystem.SetData(uid, DisposalTubeVisuals.VisualState, DisposalTubeVisualState.Free);
}
}
public IDisposalTubeComponent? NextTubeFor(EntityUid target, Direction nextDirection, IDisposalTubeComponent? targetTube = null)
{
if (!Resolve(target, ref targetTube))
return null;
var oppositeDirection = nextDirection.GetOpposite();
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var xform = Transform(targetTube.Owner);
if (!_mapManager.TryGetGrid(xform.GridUid, out var grid))
return null;
var position = xform.Coordinates;
foreach (var entity in grid.GetInDir(position, nextDirection))
{
if (!EntityManager.TryGetComponent(entity, out IDisposalTubeComponent? tube))
{
continue;
}
if (!tube.CanConnect(oppositeDirection, targetTube))
{
continue;
}
if (!targetTube.CanConnect(nextDirection, tube))
{
continue;
}
return tube;
}
return null;
}
}
}