Fix standing-state collisions resetting (#7469)

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
Leon Friedrich
2022-04-14 14:31:07 +12:00
committed by GitHub
parent e63a176330
commit 119e90124f
3 changed files with 38 additions and 19 deletions

View File

@@ -12,6 +12,13 @@ namespace Content.Shared.Climbing
[Dependency] private readonly IEntityManager _entMan = default!;
[Dependency] private readonly IEntitySystemManager _sysMan = default!;
/// <summary>
/// List of fixtures that had vault-impassable prior to an entity being downed. Required when re-adding the
/// collision mask.
/// </summary>
[DataField("vaultImpassableFixtures")]
public List<string> VaultImpassableFixtures = new();
protected bool IsOnClimbableThisFrame
{
get
@@ -78,17 +85,25 @@ namespace Content.Shared.Climbing
// Hope the mob has one fixture
if (!_entMan.TryGetComponent<FixturesComponent>(Owner, out var fixturesComponent) || fixturesComponent.Deleted) return;
foreach (var fixture in fixturesComponent.Fixtures.Values)
{
if (value)
{
foreach (var (key, fixture) in fixturesComponent.Fixtures)
{
if ((fixture.CollisionMask & (int) CollisionGroup.VaultImpassable) == 0)
continue;
VaultImpassableFixtures.Add(key);
fixture.CollisionMask &= ~(int) CollisionGroup.VaultImpassable;
}
else
return;
}
foreach (var key in VaultImpassableFixtures)
{
if (fixturesComponent.Fixtures.TryGetValue(key, out var fixture))
fixture.CollisionMask |= (int) CollisionGroup.VaultImpassable;
}
}
VaultImpassableFixtures.Clear();
}
[Serializable, NetSerializable]

View File

@@ -1,12 +1,7 @@
using System;
using Content.Shared.Sound;
using Robust.Shared.Analyzers;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Players;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.Standing
{
@@ -18,10 +13,16 @@ namespace Content.Shared.Standing
[DataField("downSoundCollection")]
public SoundSpecifier DownSoundCollection { get; } = new SoundCollectionSpecifier("BodyFall");
[ViewVariables]
[DataField("standing")]
public bool Standing { get; set; } = true;
/// <summary>
/// List of fixtures that had vault-impassable prior to an entity being downed. Required when re-adding the
/// collision mask.
/// </summary>
[DataField("vaultImpassableFixtures")]
public List<string> VaultImpassableFixtures = new();
public override ComponentState GetComponentState()
{
return new StandingComponentState(Standing);

View File

@@ -1,10 +1,7 @@
using System;
using Content.Shared.Audio;
using Content.Shared.Hands.Components;
using Content.Shared.Rotation;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Player;
using Robust.Shared.Timing;
using Robust.Shared.Physics;
@@ -55,7 +52,7 @@ namespace Content.Shared.Standing
return false;
standingState.Standing = false;
standingState.Dirty();
Dirty(standingState);
RaiseLocalEvent(uid, new DownedEvent(), false);
if (!_gameTiming.IsFirstTimePredicted)
@@ -66,8 +63,12 @@ namespace Content.Shared.Standing
if (TryComp(uid, out FixturesComponent? fixtureComponent))
{
foreach (var fixture in fixtureComponent.Fixtures.Values)
foreach (var (key, fixture) in fixtureComponent.Fixtures)
{
if ((fixture.CollisionMask & (int) CollisionGroup.VaultImpassable) == 0)
continue;
standingState.VaultImpassableFixtures.Add(key);
fixture.CollisionMask &= ~(int) CollisionGroup.VaultImpassable;
}
}
@@ -110,11 +111,13 @@ namespace Content.Shared.Standing
if (TryComp(uid, out FixturesComponent? fixtureComponent))
{
foreach (var fixture in fixtureComponent.Fixtures.Values)
foreach (var key in standingState.VaultImpassableFixtures)
{
if (fixtureComponent.Fixtures.TryGetValue(key, out var fixture))
fixture.CollisionMask |= (int) CollisionGroup.VaultImpassable;
}
}
standingState.VaultImpassableFixtures.Clear();
return true;
}