Update trivial components to use auto comp states (#20539)
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@@ -1,6 +1,5 @@
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using Content.Shared.Gravity;
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using Content.Shared.StepTrigger.Components;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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@@ -16,8 +15,7 @@ public sealed class StepTriggerSystem : EntitySystem
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public override void Initialize()
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{
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UpdatesOutsidePrediction = true;
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SubscribeLocalEvent<StepTriggerComponent, ComponentGetState>(TriggerGetState);
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SubscribeLocalEvent<StepTriggerComponent, ComponentHandleState>(TriggerHandleState);
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SubscribeLocalEvent<StepTriggerComponent, AfterAutoHandleStateEvent>(TriggerHandleState);
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SubscribeLocalEvent<StepTriggerComponent, StartCollideEvent>(OnStartCollide);
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SubscribeLocalEvent<StepTriggerComponent, EndCollideEvent>(OnEndCollide);
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@@ -103,7 +101,7 @@ public sealed class StepTriggerSystem : EntitySystem
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// this is hard to explain
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var intersect = Box2.Area(otherAabb.Intersect(ourAabb));
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var ratio = Math.Max(intersect / Box2.Area(otherAabb), intersect / Box2.Area(ourAabb));
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if (otherPhysics.LinearVelocity.Length() < component.RequiredTriggerSpeed
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if (otherPhysics.LinearVelocity.Length() < component.RequiredTriggeredSpeed
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|| component.CurrentlySteppedOn.Contains(otherUid)
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|| ratio < component.IntersectRatio
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|| !CanTrigger(uid, otherUid, component))
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@@ -171,24 +169,8 @@ public sealed class StepTriggerSystem : EntitySystem
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}
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}
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private void TriggerHandleState(EntityUid uid, StepTriggerComponent component, ref ComponentHandleState args)
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private void TriggerHandleState(EntityUid uid, StepTriggerComponent component, ref AfterAutoHandleStateEvent args)
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{
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if (args.Current is not StepTriggerComponentState state)
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return;
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component.RequiredTriggerSpeed = state.RequiredTriggerSpeed;
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component.IntersectRatio = state.IntersectRatio;
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component.Active = state.Active;
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var stepped = EnsureEntitySet<StepTriggerComponent>(state.CurrentlySteppedOn, uid);
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var colliding = EnsureEntitySet<StepTriggerComponent>(state.CurrentlySteppedOn, uid);
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component.CurrentlySteppedOn.Clear();
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component.CurrentlySteppedOn.UnionWith(stepped);
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component.Colliding.Clear();
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component.Colliding.UnionWith(colliding);
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if (component.Colliding.Count > 0)
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{
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EnsureComp<StepTriggerActiveComponent>(uid);
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@@ -199,16 +181,6 @@ public sealed class StepTriggerSystem : EntitySystem
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}
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}
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private void TriggerGetState(EntityUid uid, StepTriggerComponent component, ref ComponentGetState args)
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{
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args.State = new StepTriggerComponentState(
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component.IntersectRatio,
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GetNetEntitySet(component.CurrentlySteppedOn),
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GetNetEntitySet(component.Colliding),
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component.RequiredTriggerSpeed,
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component.Active);
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}
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public void SetIntersectRatio(EntityUid uid, float ratio, StepTriggerComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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@@ -226,10 +198,10 @@ public sealed class StepTriggerSystem : EntitySystem
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if (!Resolve(uid, ref component))
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return;
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if (MathHelper.CloseToPercent(component.RequiredTriggerSpeed, speed))
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if (MathHelper.CloseToPercent(component.RequiredTriggeredSpeed, speed))
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return;
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component.RequiredTriggerSpeed = speed;
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component.RequiredTriggeredSpeed = speed;
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Dirty(uid, component);
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}
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