step trigger fix + optimization (#8503)
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@@ -1,4 +1,4 @@
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using Robust.Shared.GameStates;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization;
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namespace Content.Shared.StepTrigger;
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namespace Content.Shared.StepTrigger;
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@@ -11,12 +11,14 @@ public sealed class StepTriggerComponent : Component
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/// <summary>
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/// <summary>
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/// List of entities that are currently colliding with the entity.
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/// List of entities that are currently colliding with the entity.
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/// </summary>
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/// </summary>
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[ViewVariables]
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public readonly HashSet<EntityUid> Colliding = new();
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public readonly HashSet<EntityUid> Colliding = new();
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/// <summary>
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/// <summary>
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/// The list of entities that are standing on this entity,
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/// The list of entities that are standing on this entity,
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/// which shouldn't be able to trigger it again until stepping off.
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/// which shouldn't be able to trigger it again until stepping off.
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/// </summary>
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/// </summary>
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[ViewVariables]
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public readonly HashSet<EntityUid> CurrentlySteppedOn = new();
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public readonly HashSet<EntityUid> CurrentlySteppedOn = new();
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/// <summary>
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/// <summary>
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@@ -50,13 +52,17 @@ public sealed class StepTriggerComponentState : ComponentState
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{
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{
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public float IntersectRatio { get; }
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public float IntersectRatio { get; }
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public float RequiredTriggerSpeed { get; }
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public float RequiredTriggerSpeed { get; }
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public readonly EntityUid[] CurrentlySteppedOn;
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public readonly HashSet<EntityUid> CurrentlySteppedOn;
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public readonly HashSet<EntityUid> Colliding;
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public readonly bool Active;
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public StepTriggerComponentState(float intersectRatio, EntityUid[] currentlySteppedOn, float requiredTriggerSpeed)
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public StepTriggerComponentState(float intersectRatio, HashSet<EntityUid> currentlySteppedOn, HashSet<EntityUid> colliding, float requiredTriggerSpeed, bool active)
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{
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{
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IntersectRatio = intersectRatio;
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IntersectRatio = intersectRatio;
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CurrentlySteppedOn = currentlySteppedOn;
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CurrentlySteppedOn = currentlySteppedOn;
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RequiredTriggerSpeed = requiredTriggerSpeed;
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RequiredTriggerSpeed = requiredTriggerSpeed;
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Active = active;
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Colliding = colliding;
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}
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}
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}
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}
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@@ -1,4 +1,4 @@
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using System.Linq;
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using System.Linq;
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using Robust.Shared.GameStates;
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using Robust.Shared.GameStates;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Physics.Dynamics;
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@@ -18,25 +18,25 @@ public sealed class StepTriggerSystem : EntitySystem
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public override void Update(float frameTime)
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public override void Update(float frameTime)
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{
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{
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foreach (var (_, trigger, transform) in EntityQuery<StepTriggerActiveComponent, StepTriggerComponent, TransformComponent>())
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var query = GetEntityQuery<PhysicsComponent>();
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foreach (var (active, trigger, transform) in EntityQuery<StepTriggerActiveComponent, StepTriggerComponent, TransformComponent>())
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{
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{
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if (!Update(trigger, transform))
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if (!Update(trigger, transform, query))
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continue;
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continue;
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RemComp<StepTriggerActiveComponent>(trigger.Owner);
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RemComp(trigger.Owner, active);
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}
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}
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}
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}
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private bool Update(StepTriggerComponent component, TransformComponent transform)
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private bool Update(StepTriggerComponent component, TransformComponent transform, EntityQuery<PhysicsComponent> query)
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{
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{
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if (!component.Active ||
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if (!component.Active ||
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component.Colliding.Count == 0)
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component.Colliding.Count == 0)
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return true;
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return true;
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foreach (var otherUid in component.Colliding.ToArray())
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foreach (var otherUid in component.Colliding.ToArray())
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{
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{
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var shouldRemoveFromColliding = UpdateColliding(component, transform, otherUid);
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var shouldRemoveFromColliding = UpdateColliding(component, transform, otherUid, query);
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if (!shouldRemoveFromColliding) continue;
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if (!shouldRemoveFromColliding) continue;
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component.Colliding.Remove(otherUid);
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component.Colliding.Remove(otherUid);
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@@ -46,16 +46,11 @@ public sealed class StepTriggerSystem : EntitySystem
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return false;
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return false;
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}
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}
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private bool UpdateColliding(StepTriggerComponent component, TransformComponent ownerTransform, EntityUid otherUid)
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private bool UpdateColliding(StepTriggerComponent component, TransformComponent ownerTransform, EntityUid otherUid, EntityQuery<PhysicsComponent> query)
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{
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{
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if (!TryComp(otherUid, out PhysicsComponent? otherPhysics))
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if (!query.TryGetComponent(otherUid, out var otherPhysics))
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return true;
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return true;
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if (component.CurrentlySteppedOn.Contains(otherUid) ||
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!CanTrigger(component.Owner, otherUid, component) ||
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otherPhysics.LinearVelocity.Length < component.RequiredTriggerSpeed)
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return false;
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// TODO: This shouldn't be calculating based on world AABBs.
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// TODO: This shouldn't be calculating based on world AABBs.
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var ourAabb = _entityLookup.GetWorldAABB(component.Owner, ownerTransform);
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var ourAabb = _entityLookup.GetWorldAABB(component.Owner, ownerTransform);
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var otherAabb = _entityLookup.GetWorldAABB(otherUid);
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var otherAabb = _entityLookup.GetWorldAABB(otherUid);
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@@ -63,8 +58,10 @@ public sealed class StepTriggerSystem : EntitySystem
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if (!ourAabb.Intersects(otherAabb))
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if (!ourAabb.Intersects(otherAabb))
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return true;
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return true;
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var percentage = otherAabb.IntersectPercentage(ourAabb);
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if (otherPhysics.LinearVelocity.Length < component.RequiredTriggerSpeed
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if (percentage < component.IntersectRatio)
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|| component.CurrentlySteppedOn.Contains(otherUid)
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|| otherAabb.IntersectPercentage(ourAabb) < component.IntersectRatio
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|| !CanTrigger(component.Owner, otherUid, component))
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return false;
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return false;
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var ev = new StepTriggeredEvent { Source = component.Owner, Tripper = otherUid };
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var ev = new StepTriggeredEvent { Source = component.Owner, Tripper = otherUid };
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@@ -106,20 +103,23 @@ public sealed class StepTriggerSystem : EntitySystem
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component.RequiredTriggerSpeed = state.RequiredTriggerSpeed;
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component.RequiredTriggerSpeed = state.RequiredTriggerSpeed;
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component.IntersectRatio = state.IntersectRatio;
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component.IntersectRatio = state.IntersectRatio;
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component.CurrentlySteppedOn.Clear();
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component.Active = state.Active;
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foreach (var slipped in state.CurrentlySteppedOn)
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component.CurrentlySteppedOn.Clear();
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{
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component.Colliding.Clear();
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component.CurrentlySteppedOn.Add(slipped);
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}
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component.CurrentlySteppedOn.UnionWith(state.CurrentlySteppedOn);
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component.Colliding.UnionWith(state.Colliding);
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}
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}
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private static void TriggerGetState(EntityUid uid, StepTriggerComponent component, ref ComponentGetState args)
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private static void TriggerGetState(EntityUid uid, StepTriggerComponent component, ref ComponentGetState args)
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{
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{
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args.State = new StepTriggerComponentState(
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args.State = new StepTriggerComponentState(
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component.IntersectRatio,
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component.IntersectRatio,
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component.CurrentlySteppedOn.ToArray(),
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component.CurrentlySteppedOn,
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component.RequiredTriggerSpeed);
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component.Colliding,
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component.RequiredTriggerSpeed,
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component.Active);
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}
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}
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public void SetIntersectRatio(EntityUid uid, float ratio, StepTriggerComponent? component = null)
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public void SetIntersectRatio(EntityUid uid, float ratio, StepTriggerComponent? component = null)
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