Migrate pulling logic into SharedPullableComponent from PullController (#2627)
* Pulling: Migrate critical pull state from PullController to SharedPullableComponent, fixing two bugs in the process Bug 1: PullController can be just summoned for no reason when the verb is queried Bug 2: PullController keeps it's own independent pull state which can (and will) go out of sync (See https://github.com/space-wizards/space-station-14/issues/2619 ) * Pulling: Fix issues with previous commit (or possibly in general?) causing transferring a pull to cause alerts to go wrong The primary problem is that there is one "pulling slot" for a puller, so SharedPullableComponent needs to stop the existing pull. * Pulling: Remove debug logs (whoops)
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@@ -41,26 +41,17 @@ namespace Content.Server.GameObjects.Components.Pulling
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return;
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}
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var controller = targetPhysics.EnsureController<PullController>();
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data.Visibility = VerbVisibility.Visible;
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data.Text = controller.Puller == userPhysics
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data.Text = component.Puller == userPhysics
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? Loc.GetString("Stop pulling")
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: Loc.GetString("Pull");
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}
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protected override void Activate(IEntity user, PullableComponent component)
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{
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if (!user.TryGetComponent(out IPhysicsComponent? userCollidable) ||
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!component.Owner.TryGetComponent(out IPhysicsComponent? targetCollidable) ||
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targetCollidable.Anchored)
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{
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return;
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}
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var controller = targetCollidable.EnsureController<PullController>();
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if (controller.Puller == userCollidable)
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// There used to be sanity checks here for no reason.
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// Why no reason? Because they're supposed to be performed in TryStartPull.
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if (component.Puller == user)
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{
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component.TryStopPull();
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}
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