Pulling rework (#20906)
* Pulling rework Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame. * More pulling cleanup * stats * More cleanup * First draft * More pulling * weh * Fix puller * Pulling working * Fix merge * Dunked * Self-merge time
This commit is contained in:
@@ -1,57 +0,0 @@
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Pulling.Components
|
||||
{
|
||||
// Before you try to add another type than SharedPullingStateManagementSystem, consider the can of worms you may be opening!
|
||||
[NetworkedComponent, AutoGenerateComponentState]
|
||||
[Access(typeof(SharedPullingStateManagementSystem))]
|
||||
[RegisterComponent]
|
||||
public sealed partial class SharedPullableComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// The current entity pulling this component.
|
||||
/// </summary>
|
||||
[DataField, AutoNetworkedField]
|
||||
public EntityUid? Puller { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// The pull joint.
|
||||
/// </summary>
|
||||
[DataField, AutoNetworkedField]
|
||||
public string? PullJointId { get; set; }
|
||||
|
||||
public bool BeingPulled => Puller != null;
|
||||
|
||||
[Access(typeof(SharedPullingStateManagementSystem), Other = AccessPermissions.ReadExecute)] // FIXME Friends
|
||||
public EntityCoordinates? MovingTo { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// If the physics component has FixedRotation should we keep it upon being pulled
|
||||
/// </summary>
|
||||
[Access(typeof(SharedPullingSystem), Other = AccessPermissions.ReadExecute)]
|
||||
[ViewVariables(VVAccess.ReadWrite), DataField("fixedRotation")]
|
||||
public bool FixedRotationOnPull { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// What the pullable's fixedrotation was set to before being pulled.
|
||||
/// </summary>
|
||||
[Access(typeof(SharedPullingSystem), Other = AccessPermissions.ReadExecute)]
|
||||
[ViewVariables]
|
||||
public bool PrevFixedRotation;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Raised when a request is made to stop pulling an entity.
|
||||
/// </summary>
|
||||
public sealed class StopPullingEvent : CancellableEntityEventArgs
|
||||
{
|
||||
public EntityUid? User { get; }
|
||||
|
||||
public StopPullingEvent(EntityUid? uid = null)
|
||||
{
|
||||
User = uid;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,23 +0,0 @@
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.Pulling.Components
|
||||
{
|
||||
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
|
||||
[Access(typeof(SharedPullingStateManagementSystem))]
|
||||
public sealed partial class SharedPullerComponent : Component
|
||||
{
|
||||
// Before changing how this is updated, please see SharedPullerSystem.RefreshMovementSpeed
|
||||
public float WalkSpeedModifier => Pulling == default ? 1.0f : 0.95f;
|
||||
|
||||
public float SprintSpeedModifier => Pulling == default ? 1.0f : 0.95f;
|
||||
|
||||
[DataField, AutoNetworkedField]
|
||||
public EntityUid? Pulling { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Does this entity need hands to be able to pull something?
|
||||
/// </summary>
|
||||
[DataField("needsHands")]
|
||||
public bool NeedsHands = true;
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user