Partial kudzu fix (#10854)
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@@ -1,4 +1,5 @@
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using Content.Shared.Movement.Components;
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using Robust.Shared.GameStates;
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using Robust.Shared.Physics.Dynamics;
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namespace Content.Shared.Movement.Systems;
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@@ -8,65 +9,96 @@ public sealed class SlowContactsSystem : EntitySystem
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _speedModifierSystem = default!;
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private readonly Dictionary<EntityUid, int> _statusCapableInContact = new();
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private HashSet<EntityUid> _toUpdate = new();
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private HashSet<EntityUid> _toRemove = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SlowContactsComponent, StartCollideEvent>(OnEntityEnter);
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SubscribeLocalEvent<SlowContactsComponent, EndCollideEvent>(OnEntityExit);
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SubscribeLocalEvent<SlowsOnContactComponent, RefreshMovementSpeedModifiersEvent>(MovementSpeedCheck);
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SubscribeLocalEvent<SlowedByContactComponent, RefreshMovementSpeedModifiersEvent>(MovementSpeedCheck);
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SubscribeLocalEvent<SlowContactsComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<SlowContactsComponent, ComponentGetState>(OnGetState);
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UpdatesAfter.Add(typeof(SharedPhysicsSystem));
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}
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private void MovementSpeedCheck(EntityUid uid, SlowsOnContactComponent component, RefreshMovementSpeedModifiersEvent args)
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public override void Update(float frameTime)
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{
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if (!_statusCapableInContact.ContainsKey(uid) || _statusCapableInContact[uid] <= 0)
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base.Update(frameTime);
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_toRemove.Clear();
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foreach (var ent in _toUpdate)
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{
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_speedModifierSystem.RefreshMovementSpeedModifiers(ent);
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}
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foreach (var ent in _toRemove)
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{
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RemComp<SlowedByContactComponent>(ent);
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}
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_toUpdate.Clear();
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}
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private void OnGetState(EntityUid uid, SlowContactsComponent component, ref ComponentGetState args)
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{
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args.State = new SlowContactsComponentState(component.WalkSpeedModifier, component.SprintSpeedModifier);
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}
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private void OnHandleState(EntityUid uid, SlowContactsComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not SlowContactsComponentState state)
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return;
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component.WalkSpeedModifier = state.WalkSpeedModifier;
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component.SprintSpeedModifier = state.SprintSpeedModifier;
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}
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private void MovementSpeedCheck(EntityUid uid, SlowedByContactComponent component, RefreshMovementSpeedModifiersEvent args)
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{
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if (!EntityManager.TryGetComponent<PhysicsComponent>(uid, out var physicsComponent))
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return;
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var walkSpeed = 1.0f;
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var sprintSpeed = 1.0f;
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foreach (var colliding in _physics.GetCollidingEntities(physicsComponent))
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bool remove = true;
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foreach (var colliding in _physics.GetContactingEntities(physicsComponent))
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{
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var ent = colliding.Owner;
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if (!EntityManager.TryGetComponent<SlowContactsComponent>(ent, out var slowContactsComponent))
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if (!TryComp<SlowContactsComponent>(ent, out var slowContactsComponent))
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continue;
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walkSpeed = Math.Min(walkSpeed, slowContactsComponent.WalkSpeedModifier);
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sprintSpeed = Math.Min(sprintSpeed, slowContactsComponent.SprintSpeedModifier);
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remove = false;
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}
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args.ModifySpeed(walkSpeed, sprintSpeed);
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// no longer colliding with anything
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if (remove)
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_toRemove.Add(uid);
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}
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private void OnEntityExit(EntityUid uid, SlowContactsComponent component, EndCollideEvent args)
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{
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var otherUid = args.OtherFixture.Body.Owner;
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if (!EntityManager.HasComponent<MovementSpeedModifierComponent>(otherUid)
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|| !EntityManager.HasComponent<SlowsOnContactComponent>(otherUid))
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return;
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if (!_statusCapableInContact.ContainsKey(otherUid))
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Logger.ErrorS("slowscontacts", $"The entity {otherUid} left a body ({uid}) it was never in.");
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_statusCapableInContact[otherUid]--;
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if (_statusCapableInContact[otherUid] == 0)
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EntityManager.RemoveComponentDeferred<SlowsOnContactComponent>(otherUid);
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_speedModifierSystem.RefreshMovementSpeedModifiers(otherUid);
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if (HasComp<MovementSpeedModifierComponent>(otherUid))
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_toUpdate.Add(otherUid);
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}
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private void OnEntityEnter(EntityUid uid, SlowContactsComponent component, StartCollideEvent args)
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{
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var otherUid = args.OtherFixture.Body.Owner;
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if (!EntityManager.HasComponent<MovementSpeedModifierComponent>(otherUid))
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if (!HasComp<MovementSpeedModifierComponent>(otherUid))
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return;
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if (!_statusCapableInContact.ContainsKey(otherUid))
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_statusCapableInContact[otherUid] = 0;
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_statusCapableInContact[otherUid]++;
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EnsureComp<SlowsOnContactComponent>(otherUid);
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_speedModifierSystem.RefreshMovementSpeedModifiers(otherUid);
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EnsureComp<SlowedByContactComponent>(otherUid);
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_toUpdate.Add(otherUid);
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}
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}
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