Pullability partial ECS refactor, monkey-gibbing error fix (#4695)
* Migrate lots of pulling logic out of the components and clean it up * It's buggy, but move more code out of the pullable component * Pulling system now throws less errors than it did before the refactor * Finally finish the big parts of refactoring pullability * Pulling: Handle disconnect properly if the pull joint has been removed by physics shutdown * Port2b68449328to this branch * Changes as per PR reviews * Porte801ffac45(SharedJointSystem) and fix issues encountered during testing SharedJointSystem. Also, MinLength and Stiffness appear to have suddenly gained enough meaning that pulling is broken unless they're set.
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.GameTicking;
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using Content.Shared.Input;
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using Content.Shared.Physics.Pull;
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using Content.Shared.Pulling.Components;
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using Content.Shared.Pulling.Events;
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using JetBrains.Annotations;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Dynamics.Joints;
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using Robust.Shared.Players;
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using Robust.Shared.Utility;
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namespace Content.Shared.Pulling
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{
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/// <summary>
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/// This is the core of pulling state management.
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/// Because pulling state is such a mess to get right, all writes to pulling state must go through this class.
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/// </summary>
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[UsedImplicitly]
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public class SharedPullingStateManagementSystem : EntitySystem
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{
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[Dependency] private readonly SharedJointSystem _jointSystem = default!;
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// A WARNING:
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// The following 2 functions are the most internal part of the pulling system's relationship management.
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// They do not expect to be cancellable.
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private void ForceDisconnect(SharedPullerComponent puller, SharedPullableComponent pullable)
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{
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var pullerPhysics = puller.Owner.GetComponent<PhysicsComponent>();
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var pullablePhysics = pullable.Owner.GetComponent<PhysicsComponent>();
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// MovingTo shutdown
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ForceSetMovingTo(pullable, null);
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// Joint shutdown
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if (puller.Owner.TryGetComponent<JointComponent>(out var jointComp))
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{
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if (jointComp.GetJoints.Contains(pullable.PullJoint!))
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{
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_jointSystem.RemoveJoint(pullable.PullJoint!);
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}
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}
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pullable.PullJoint = null;
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// State shutdown
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puller.Pulling = null;
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pullable.Puller = null;
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// Messaging
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var message = new PullStoppedMessage(pullerPhysics, pullablePhysics);
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RaiseLocalEvent(puller.Owner.Uid, message, broadcast: false);
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if (pullable.Owner.LifeStage <= EntityLifeStage.MapInitialized)
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RaiseLocalEvent(pullable.Owner.Uid, message);
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// Networking
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puller.Dirty();
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pullable.Dirty();
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}
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public void ForceRelationship(SharedPullerComponent? puller, SharedPullableComponent? pullable)
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{
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if ((puller != null) && (puller.Pulling == pullable))
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{
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// Already done
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return;
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}
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// Start by disconnecting the pullable from whatever it is currently connected to.
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var pullableOldPullerE = pullable?.Puller;
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if (pullableOldPullerE != null)
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{
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ForceDisconnect(pullableOldPullerE.GetComponent<SharedPullerComponent>(), pullable!);
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}
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// Continue with the puller.
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var pullerOldPullableE = puller?.Pulling;
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if (pullerOldPullableE != null)
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{
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ForceDisconnect(puller!, pullerOldPullableE.GetComponent<SharedPullableComponent>());
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}
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// And now for the actual connection (if any).
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if ((puller != null) && (pullable != null))
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{
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var pullerPhysics = puller.Owner.GetComponent<PhysicsComponent>();
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var pullablePhysics = pullable.Owner.GetComponent<PhysicsComponent>();
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// State startup
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puller.Pulling = pullable.Owner;
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pullable.Puller = puller.Owner;
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// Joint startup
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var union = pullerPhysics.GetWorldAABB().Union(pullablePhysics.GetWorldAABB());
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var length = Math.Max(union.Size.X, union.Size.Y) * 0.75f;
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pullable.PullJoint = _jointSystem.CreateDistanceJoint(pullablePhysics.Owner.Uid, pullerPhysics.Owner.Uid, id:$"pull-joint-{pullablePhysics.Owner.Uid}");
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pullable.PullJoint.CollideConnected = false;
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pullable.PullJoint.Length = length * 0.75f;
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pullable.PullJoint.MinLength = 0f;
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pullable.PullJoint.MaxLength = length;
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pullable.PullJoint.Stiffness = 1f;
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// Messaging
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var message = new PullStartedMessage(pullerPhysics, pullablePhysics);
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RaiseLocalEvent(puller.Owner.Uid, message, broadcast: false);
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RaiseLocalEvent(pullable.Owner.Uid, message);
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// Networking
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puller.Dirty();
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pullable.Dirty();
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}
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}
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// For OnRemove use only.
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public void ForceDisconnectPuller(SharedPullerComponent puller)
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{
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// DO NOT ADD ADDITIONAL LOGIC IN THIS FUNCTION. Do it in ForceRelationship.
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ForceRelationship(puller, null);
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}
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// For OnRemove use only.
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public void ForceDisconnectPullable(SharedPullableComponent pullable)
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{
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// DO NOT ADD ADDITIONAL LOGIC IN THIS FUNCTION. Do it in ForceRelationship.
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ForceRelationship(null, pullable);
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}
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public void ForceSetMovingTo(SharedPullableComponent pullable, MapCoordinates? movingTo)
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{
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if (pullable.MovingTo == movingTo)
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{
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return;
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}
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// Don't allow setting a MovingTo if there's no puller.
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// The other half of this guarantee (shutting down a MovingTo if the puller goes away) is enforced in ForceRelationship.
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if ((pullable.Puller == null) && (movingTo != null))
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{
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return;
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}
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pullable.MovingTo = movingTo;
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if (movingTo == null)
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{
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RaiseLocalEvent(pullable.Owner.Uid, new PullableStopMovingMessage());
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}
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else
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{
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RaiseLocalEvent(pullable.Owner.Uid, new PullableMoveMessage());
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}
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}
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}
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}
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