Landmine stepoff (#22962)
* make landmine work on stepping off * update methods naming * made both step modes possible * updated stepoff event raise to not interfere with game physics internals * added comments * figuring out how audiosystem works * added beep sound effect, updated how stepoff trigger works to make it more consistent * updated source in attributions.yml * made stepoff working every time * introduced suggested changes * updated janitor's WetSignMine to have audio * made cleaner events and bashing my head at OnEndCollide event raise * inverted conditional where applicable * review --------- Co-authored-by: Yurii Kis <yurii.kis@smartteksas.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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@@ -11,6 +11,7 @@ public sealed class StepTriggerSystem : EntitySystem
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{
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[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
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[Dependency] private readonly SharedGravitySystem _gravity = default!;
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[Dependency] private readonly SharedMapSystem _map = default!;
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public override void Initialize()
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{
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@@ -40,7 +41,9 @@ public sealed class StepTriggerSystem : EntitySystem
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while (enumerator.MoveNext(out var uid, out var active, out var trigger, out var transform))
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{
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if (!Update(uid, trigger, transform, query))
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{
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continue;
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}
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RemCompDeferred(uid, active);
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}
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@@ -56,7 +59,8 @@ public sealed class StepTriggerSystem : EntitySystem
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if (component.Blacklist != null && TryComp<MapGridComponent>(transform.GridUid, out var grid))
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{
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var anch = grid.GetAnchoredEntitiesEnumerator(grid.LocalToTile(transform.Coordinates));
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var positon = _map.LocalToTile(uid, grid, transform.Coordinates);
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var anch = _map.GetAnchoredEntitiesEnumerator(uid, grid, positon);
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while (anch.MoveNext(out var ent))
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{
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@@ -109,8 +113,16 @@ public sealed class StepTriggerSystem : EntitySystem
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return;
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}
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var ev = new StepTriggeredEvent { Source = uid, Tripper = otherUid };
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RaiseLocalEvent(uid, ref ev, true);
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if (component.StepOn)
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{
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var evStep = new StepTriggeredOnEvent(uid, otherUid);
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RaiseLocalEvent(uid, ref evStep);
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}
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else
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{
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var evStep = new StepTriggeredOffEvent(uid, otherUid);
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RaiseLocalEvent(uid, ref evStep);
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}
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component.CurrentlySteppedOn.Add(otherUid);
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Dirty(uid, component);
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@@ -130,7 +142,7 @@ public sealed class StepTriggerSystem : EntitySystem
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var msg = new StepTriggerAttemptEvent { Source = uid, Tripper = otherUid };
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RaiseLocalEvent(uid, ref msg, true);
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RaiseLocalEvent(uid, ref msg);
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return msg.Continue && !msg.Cancelled;
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}
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@@ -163,6 +175,12 @@ public sealed class StepTriggerSystem : EntitySystem
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component.CurrentlySteppedOn.Remove(otherUid);
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Dirty(uid, component);
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if (component.StepOn)
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{
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var evStepOff = new StepTriggeredOffEvent(uid, otherUid);
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RaiseLocalEvent(uid, ref evStepOff);
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}
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if (component.Colliding.Count == 0)
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{
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RemCompDeferred<StepTriggerActiveComponent>(uid);
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@@ -230,9 +248,14 @@ public struct StepTriggerAttemptEvent
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public bool Cancelled;
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}
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/// <summary>
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/// Raised when an entity stands on a steptrigger initially (assuming it has both on and off states).
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/// </summary>
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[ByRefEvent]
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public struct StepTriggeredEvent
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{
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public EntityUid Source;
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public EntityUid Tripper;
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}
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public readonly record struct StepTriggeredOnEvent(EntityUid Source, EntityUid Tripper);
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/// <summary>
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/// Raised when an entity leaves a steptrigger if it has on and off states OR when an entity intersects a steptrigger.
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/// </summary>
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[ByRefEvent]
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public readonly record struct StepTriggeredOffEvent(EntityUid Source, EntityUid Tripper);
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