Partial kudzu fix (#10854)

This commit is contained in:
Leon Friedrich
2022-08-26 01:34:05 +12:00
committed by GitHub
parent c65d1c51ce
commit 35475bac55
5 changed files with 84 additions and 36 deletions

View File

@@ -331,7 +331,7 @@ public sealed class DoorSystem : SharedDoorSystem
{
if (component.BumpOpen)
{
foreach (var other in PhysicsSystem.GetCollidingEntities(body))
foreach (var other in PhysicsSystem.GetContactingEntities(body, approximate: true))
{
if (Tags.HasTag(other.Owner, "DoorBumpOpener") &&
TryOpen(component.Owner, component, other.Owner, false, quiet: true)) break;

View File

@@ -1,4 +1,5 @@
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Movement.Components;
@@ -6,8 +7,22 @@ namespace Content.Shared.Movement.Components;
public sealed class SlowContactsComponent : Component
{
[ViewVariables, DataField("walkSpeedModifier")]
public float WalkSpeedModifier { get; private set; } = 1.0f;
public float WalkSpeedModifier { get; set; } = 1.0f;
[ViewVariables, DataField("sprintSpeedModifier")]
public float SprintSpeedModifier { get; private set; } = 1.0f;
public float SprintSpeedModifier { get; set; } = 1.0f;
}
[Serializable, NetSerializable]
public sealed class SlowContactsComponentState : ComponentState
{
public readonly float WalkSpeedModifier;
public readonly float SprintSpeedModifier;
public SlowContactsComponentState(float walkSpeedModifier, float sprintSpeedModifier)
{
WalkSpeedModifier = walkSpeedModifier;
SprintSpeedModifier = sprintSpeedModifier;
}
}

View File

@@ -0,0 +1,12 @@
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
namespace Content.Shared.Movement.Components;
/// <summary>
/// Exists just to listen to a single event. What a life.
/// </summary>
[NetworkedComponent, RegisterComponent] // must be networked to properly predict adding & removal
public sealed class SlowedByContactComponent : Component
{
}

View File

@@ -1,11 +0,0 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Movement.Components;
/// <summary>
/// Exists just to listen to a single event. What a life.
/// </summary>
[NetworkedComponent, RegisterComponent]
public sealed class SlowsOnContactComponent : Component
{
}

View File

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