Add docking window to shuttle consoles (#8756)
* lewd * A * Realtime * Sleepy dork * Draw radar position * Accurate infiltrator * experiments * Better drawing * Labels * I need aan adult * Cleanup * Show toggles * display I guess * A * fix * fix * cleanupsies * Bit more polish * Make sure mass scanners actually work * Remove dummy state * fren * opposite * aghost crash * comment * What's in a name * woops * Show docking ports * Dock highlighting * Drawing dock * Shitty docks * Lots of docking drawing * Autodock working * dork * More graceful shutdown * zoomies * Lines and distance change * revert * Good enough * cleanup * Fix default range * Dock UI and loc update * Update on undock * Loc fixes
This commit is contained in:
166
Content.Server/Shuttles/Systems/ShuttleSystem.cs
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166
Content.Server/Shuttles/Systems/ShuttleSystem.cs
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using Content.Server.Shuttles.Components;
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using Content.Shared.CCVar;
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using JetBrains.Annotations;
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using Robust.Shared.Configuration;
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using Robust.Shared.Physics;
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namespace Content.Server.Shuttles.Systems
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{
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[UsedImplicitly]
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public sealed class ShuttleSystem : EntitySystem
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{
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[Dependency] private readonly FixtureSystem _fixtures = default!;
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public const float TileMassMultiplier = 0.5f;
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public float ShuttleMaxLinearSpeed;
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public float ShuttleMaxAngularMomentum;
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public float ShuttleMaxAngularAcc;
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public float ShuttleMaxAngularSpeed;
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public float ShuttleIdleLinearDamping;
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public float ShuttleIdleAngularDamping;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ShuttleComponent, ComponentAdd>(OnShuttleAdd);
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SubscribeLocalEvent<ShuttleComponent, ComponentStartup>(OnShuttleStartup);
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SubscribeLocalEvent<ShuttleComponent, ComponentShutdown>(OnShuttleShutdown);
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SubscribeLocalEvent<GridInitializeEvent>(OnGridInit);
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SubscribeLocalEvent<GridFixtureChangeEvent>(OnGridFixtureChange);
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var configManager = IoCManager.Resolve<IConfigurationManager>();
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configManager.OnValueChanged(CCVars.ShuttleMaxLinearSpeed, SetShuttleMaxLinearSpeed, true);
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configManager.OnValueChanged(CCVars.ShuttleMaxAngularSpeed, SetShuttleMaxAngularSpeed, true);
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configManager.OnValueChanged(CCVars.ShuttleIdleLinearDamping, SetShuttleIdleLinearDamping, true);
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configManager.OnValueChanged(CCVars.ShuttleIdleAngularDamping, SetShuttleIdleAngularDamping, true);
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configManager.OnValueChanged(CCVars.ShuttleMaxAngularAcc, SetShuttleMaxAngularAcc, true);
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configManager.OnValueChanged(CCVars.ShuttleMaxAngularMomentum, SetShuttleMaxAngularMomentum, true);
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}
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private void SetShuttleMaxLinearSpeed(float value) => ShuttleMaxLinearSpeed = value;
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private void SetShuttleMaxAngularSpeed(float value) => ShuttleMaxAngularSpeed = value;
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private void SetShuttleMaxAngularAcc(float value) => ShuttleMaxAngularAcc = value;
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private void SetShuttleMaxAngularMomentum(float value) => ShuttleMaxAngularMomentum = value;
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private void SetShuttleIdleLinearDamping(float value) => ShuttleIdleLinearDamping = value;
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private void SetShuttleIdleAngularDamping(float value) => ShuttleIdleAngularDamping = value;
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public override void Shutdown()
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{
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base.Shutdown();
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var configManager = IoCManager.Resolve<IConfigurationManager>();
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configManager.UnsubValueChanged(CCVars.ShuttleMaxLinearSpeed, SetShuttleMaxLinearSpeed);
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configManager.UnsubValueChanged(CCVars.ShuttleMaxAngularSpeed, SetShuttleMaxAngularSpeed);
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configManager.UnsubValueChanged(CCVars.ShuttleIdleLinearDamping, SetShuttleIdleLinearDamping);
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configManager.UnsubValueChanged(CCVars.ShuttleIdleAngularDamping, SetShuttleIdleAngularDamping);
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configManager.UnsubValueChanged(CCVars.ShuttleMaxAngularMomentum, SetShuttleMaxAngularMomentum);
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}
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private void OnShuttleAdd(EntityUid uid, ShuttleComponent component, ComponentAdd args)
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{
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// Easier than doing it in the comp and they don't have constructors.
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for (var i = 0; i < component.LinearThrusters.Length; i++)
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{
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component.LinearThrusters[i] = new List<ThrusterComponent>();
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}
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}
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private void OnGridFixtureChange(GridFixtureChangeEvent args)
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{
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// Look this is jank but it's a placeholder until we design it.
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if (args.NewFixtures.Count == 0) return;
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var manager = Comp<FixturesComponent>(args.NewFixtures[0].Body.Owner);
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foreach (var fixture in args.NewFixtures)
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{
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_fixtures.SetMass(fixture, fixture.Area * TileMassMultiplier, manager, false);
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_fixtures.SetRestitution(fixture, 0.1f, manager, false);
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}
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_fixtures.FixtureUpdate(manager, args.NewFixtures[0].Body);
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}
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private void OnGridInit(GridInitializeEvent ev)
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{
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EntityManager.EnsureComponent<ShuttleComponent>(ev.EntityUid);
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}
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private void OnShuttleStartup(EntityUid uid, ShuttleComponent component, ComponentStartup args)
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{
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if (!EntityManager.HasComponent<IMapGridComponent>(component.Owner))
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{
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return;
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}
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if (!EntityManager.TryGetComponent(component.Owner, out PhysicsComponent? physicsComponent))
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{
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return;
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}
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if (component.Enabled)
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{
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Enable(physicsComponent);
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}
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}
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public void Toggle(ShuttleComponent component)
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{
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if (!EntityManager.TryGetComponent(component.Owner, out PhysicsComponent? physicsComponent)) return;
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component.Enabled = !component.Enabled;
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if (component.Enabled)
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{
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Enable(physicsComponent);
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}
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else
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{
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Disable(physicsComponent);
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}
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}
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private void Enable(PhysicsComponent component)
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{
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component.BodyType = BodyType.Dynamic;
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component.BodyStatus = BodyStatus.InAir;
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//component.FixedRotation = false; TODO WHEN ROTATING SHUTTLES FIXED.
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component.FixedRotation = false;
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component.LinearDamping = ShuttleIdleLinearDamping;
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component.AngularDamping = ShuttleIdleAngularDamping;
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}
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private void Disable(PhysicsComponent component)
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{
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component.BodyType = BodyType.Static;
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component.BodyStatus = BodyStatus.OnGround;
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component.FixedRotation = true;
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}
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private void OnShuttleShutdown(EntityUid uid, ShuttleComponent component, ComponentShutdown args)
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{
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// None of the below is necessary for any cleanup if we're just deleting.
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if (EntityManager.GetComponent<MetaDataComponent>(uid).EntityLifeStage >= EntityLifeStage.Terminating) return;
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if (!EntityManager.TryGetComponent(component.Owner, out PhysicsComponent? physicsComponent))
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{
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return;
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}
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Disable(physicsComponent);
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if (!EntityManager.TryGetComponent(component.Owner, out FixturesComponent? fixturesComponent))
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{
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return;
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}
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foreach (var fixture in fixturesComponent.Fixtures.Values)
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{
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fixture.Mass = 0f;
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}
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}
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}
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}
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