Fix standing-state collisions resetting (#7469)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
@@ -12,6 +12,13 @@ namespace Content.Shared.Climbing
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[Dependency] private readonly IEntityManager _entMan = default!;
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[Dependency] private readonly IEntitySystemManager _sysMan = default!;
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/// <summary>
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/// List of fixtures that had vault-impassable prior to an entity being downed. Required when re-adding the
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/// collision mask.
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/// </summary>
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[DataField("vaultImpassableFixtures")]
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public List<string> VaultImpassableFixtures = new();
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protected bool IsOnClimbableThisFrame
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{
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get
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@@ -78,17 +85,25 @@ namespace Content.Shared.Climbing
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// Hope the mob has one fixture
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if (!_entMan.TryGetComponent<FixturesComponent>(Owner, out var fixturesComponent) || fixturesComponent.Deleted) return;
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foreach (var fixture in fixturesComponent.Fixtures.Values)
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{
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if (value)
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{
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foreach (var (key, fixture) in fixturesComponent.Fixtures)
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{
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if ((fixture.CollisionMask & (int) CollisionGroup.VaultImpassable) == 0)
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continue;
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VaultImpassableFixtures.Add(key);
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fixture.CollisionMask &= ~(int) CollisionGroup.VaultImpassable;
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}
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else
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return;
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}
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foreach (var key in VaultImpassableFixtures)
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{
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if (fixturesComponent.Fixtures.TryGetValue(key, out var fixture))
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fixture.CollisionMask |= (int) CollisionGroup.VaultImpassable;
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}
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}
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VaultImpassableFixtures.Clear();
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}
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[Serializable, NetSerializable]
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@@ -1,12 +1,7 @@
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using System;
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using Content.Shared.Sound;
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Players;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Standing
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{
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@@ -18,10 +13,16 @@ namespace Content.Shared.Standing
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[DataField("downSoundCollection")]
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public SoundSpecifier DownSoundCollection { get; } = new SoundCollectionSpecifier("BodyFall");
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[ViewVariables]
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[DataField("standing")]
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public bool Standing { get; set; } = true;
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/// <summary>
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/// List of fixtures that had vault-impassable prior to an entity being downed. Required when re-adding the
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/// collision mask.
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/// </summary>
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[DataField("vaultImpassableFixtures")]
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public List<string> VaultImpassableFixtures = new();
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public override ComponentState GetComponentState()
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{
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return new StandingComponentState(Standing);
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@@ -1,10 +1,7 @@
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using System;
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using Content.Shared.Audio;
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using Content.Shared.Hands.Components;
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using Content.Shared.Rotation;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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using Robust.Shared.Physics;
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@@ -55,7 +52,7 @@ namespace Content.Shared.Standing
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return false;
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standingState.Standing = false;
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standingState.Dirty();
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Dirty(standingState);
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RaiseLocalEvent(uid, new DownedEvent(), false);
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if (!_gameTiming.IsFirstTimePredicted)
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@@ -66,8 +63,12 @@ namespace Content.Shared.Standing
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if (TryComp(uid, out FixturesComponent? fixtureComponent))
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{
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foreach (var fixture in fixtureComponent.Fixtures.Values)
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foreach (var (key, fixture) in fixtureComponent.Fixtures)
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{
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if ((fixture.CollisionMask & (int) CollisionGroup.VaultImpassable) == 0)
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continue;
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standingState.VaultImpassableFixtures.Add(key);
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fixture.CollisionMask &= ~(int) CollisionGroup.VaultImpassable;
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}
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}
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@@ -110,11 +111,13 @@ namespace Content.Shared.Standing
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if (TryComp(uid, out FixturesComponent? fixtureComponent))
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{
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foreach (var fixture in fixtureComponent.Fixtures.Values)
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foreach (var key in standingState.VaultImpassableFixtures)
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{
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if (fixtureComponent.Fixtures.TryGetValue(key, out var fixture))
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fixture.CollisionMask |= (int) CollisionGroup.VaultImpassable;
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}
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}
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standingState.VaultImpassableFixtures.Clear();
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return true;
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}
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