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crystall-punk-14/Content.Server/Disposal/Tube/Components/DisposalRouterComponent.cs

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using System.Text;
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using Content.Server.Disposal.Unit.Components;
using Content.Server.UserInterface;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
Physics (#3485) * Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
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using Robust.Shared.Physics;
using Robust.Shared.Player;
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using static Content.Shared.Disposal.Components.SharedDisposalRouterComponent;
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namespace Content.Server.Disposal.Tube.Components
{
[RegisterComponent]
[ComponentReference(typeof(IDisposalTubeComponent))]
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[ComponentReference(typeof(DisposalTubeComponent))]
public sealed class DisposalRouterComponent : DisposalJunctionComponent
{
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public override string ContainerId => "DisposalRouter";
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[Dependency] private readonly IEntityManager _entMan = default!;
[DataField("tags")]
public HashSet<string> Tags = new();
[ViewVariables]
public bool Anchored =>
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!_entMan.TryGetComponent(Owner, out IPhysBody? physics) ||
Physics (#3485) * Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
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physics.BodyType == BodyType.Static;
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[ViewVariables] public BoundUserInterface? UserInterface => Owner.GetUIOrNull(DisposalRouterUiKey.Key);
[DataField("clickSound")] private SoundSpecifier _clickSound = new SoundPathSpecifier("/Audio/Machines/machine_switch.ogg");
public override Direction NextDirection(DisposalHolderComponent holder)
{
var directions = ConnectableDirections();
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if (holder.Tags.Overlaps(Tags))
{
return directions[1];
}
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return _entMan.GetComponent<TransformComponent>(Owner).LocalRotation.GetDir();
}
protected override void Initialize()
{
base.Initialize();
if (UserInterface != null)
{
UserInterface.OnReceiveMessage += OnUiReceiveMessage;
}
}
/// <summary>
/// Handles ui messages from the client. For things such as button presses
/// which interact with the world and require server action.
/// </summary>
/// <param name="obj">A user interface message from the client.</param>
private void OnUiReceiveMessage(ServerBoundUserInterfaceMessage obj)
{
if (obj.Session.AttachedEntity == null)
{
return;
}
var msg = (UiActionMessage) obj.Message;
if (!Anchored)
return;
//Check for correct message and ignore maleformed strings
if (msg.Action == UiAction.Ok && TagRegex.IsMatch(msg.Tags))
{
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Tags.Clear();
foreach (var tag in msg.Tags.Split(',', StringSplitOptions.RemoveEmptyEntries))
{
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Tags.Add(tag.Trim());
ClickSound();
}
}
}
private void ClickSound()
{
SoundSystem.Play(_clickSound.GetSound(), Filter.Pvs(Owner), Owner, AudioParams.Default.WithVolume(-2f));
}
protected override void OnRemove()
{
UserInterface?.CloseAll();
base.OnRemove();
}
}
}