Emergency revert for pulling (#24923)
Revert "Pulling rework (#20906)"
This reverts commit 0d8254b2a2.
This commit is contained in:
@@ -0,0 +1,196 @@
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using Content.Shared.Physics.Pull;
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using Content.Shared.Pulling.Components;
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using JetBrains.Annotations;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Timing;
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namespace Content.Shared.Pulling
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{
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/// <summary>
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/// This is the core of pulling state management.
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/// Because pulling state is such a mess to get right, all writes to pulling state must go through this class.
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/// </summary>
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[UsedImplicitly]
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public sealed class SharedPullingStateManagementSystem : EntitySystem
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{
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[Dependency] private readonly SharedJointSystem _jointSystem = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SharedPullableComponent, ComponentShutdown>(OnShutdown);
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}
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private void OnShutdown(EntityUid uid, SharedPullableComponent component, ComponentShutdown args)
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{
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if (component.Puller != null)
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ForceRelationship(null, component);
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}
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// A WARNING:
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// The following 2 functions are the most internal part of the pulling system's relationship management.
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// They do not expect to be cancellable.
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private void ForceDisconnect(SharedPullerComponent puller, SharedPullableComponent pullable)
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{
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var pullerPhysics = EntityManager.GetComponent<PhysicsComponent>(puller.Owner);
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var pullablePhysics = EntityManager.GetComponent<PhysicsComponent>(pullable.Owner);
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// MovingTo shutdown
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ForceSetMovingTo(pullable, null);
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// Joint shutdown
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if (!_timing.ApplyingState && // During state-handling, joint component will handle its own state.
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pullable.PullJointId != null &&
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TryComp(puller.Owner, out JointComponent? jointComp))
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{
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if (jointComp.GetJoints.TryGetValue(pullable.PullJointId, out var j))
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_jointSystem.RemoveJoint(j);
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}
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pullable.PullJointId = null;
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// State shutdown
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puller.Pulling = null;
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pullable.Puller = null;
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// Messaging
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var message = new PullStoppedMessage(pullerPhysics, pullablePhysics);
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RaiseLocalEvent(puller.Owner, message, broadcast: false);
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if (Initialized(pullable.Owner))
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RaiseLocalEvent(pullable.Owner, message, true);
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// Networking
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Dirty(puller);
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Dirty(pullable);
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}
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public void ForceRelationship(SharedPullerComponent? puller, SharedPullableComponent? pullable)
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{
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if (_timing.ApplyingState)
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return;
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;
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if (pullable != null && puller != null && (puller.Pulling == pullable.Owner))
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{
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// Already done
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return;
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}
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// Start by disconnecting the pullable from whatever it is currently connected to.
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var pullableOldPullerE = pullable?.Puller;
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if (pullableOldPullerE != null)
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{
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ForceDisconnect(EntityManager.GetComponent<SharedPullerComponent>(pullableOldPullerE.Value), pullable!);
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}
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// Continue with the puller.
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var pullerOldPullableE = puller?.Pulling;
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if (pullerOldPullableE != null)
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{
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ForceDisconnect(puller!, EntityManager.GetComponent<SharedPullableComponent>(pullerOldPullableE.Value));
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}
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// And now for the actual connection (if any).
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if (puller != null && pullable != null)
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{
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var pullerPhysics = EntityManager.GetComponent<PhysicsComponent>(puller.Owner);
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var pullablePhysics = EntityManager.GetComponent<PhysicsComponent>(pullable.Owner);
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pullable.PullJointId = $"pull-joint-{pullable.Owner}";
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// State startup
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puller.Pulling = pullable.Owner;
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pullable.Puller = puller.Owner;
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// joint state handling will manage its own state
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if (!_timing.ApplyingState)
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{
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// Joint startup
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var union = _physics.GetHardAABB(puller.Owner).Union(_physics.GetHardAABB(pullable.Owner, body: pullablePhysics));
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var length = Math.Max(union.Size.X, union.Size.Y) * 0.75f;
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var joint = _jointSystem.CreateDistanceJoint(pullablePhysics.Owner, pullerPhysics.Owner, id: pullable.PullJointId);
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joint.CollideConnected = false;
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// This maximum has to be there because if the object is constrained too closely, the clamping goes backwards and asserts.
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joint.MaxLength = Math.Max(1.0f, length);
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joint.Length = length * 0.75f;
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joint.MinLength = 0f;
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joint.Stiffness = 1f;
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}
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// Messaging
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var message = new PullStartedMessage(pullerPhysics, pullablePhysics);
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RaiseLocalEvent(puller.Owner, message, broadcast: false);
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RaiseLocalEvent(pullable.Owner, message, true);
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// Networking
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Dirty(puller);
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Dirty(pullable);
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}
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}
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// For OnRemove use only.
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public void ForceDisconnectPuller(SharedPullerComponent puller)
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{
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// DO NOT ADD ADDITIONAL LOGIC IN THIS FUNCTION. Do it in ForceRelationship.
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ForceRelationship(puller, null);
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}
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// For OnRemove use only.
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public void ForceDisconnectPullable(SharedPullableComponent pullable)
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{
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// DO NOT ADD ADDITIONAL LOGIC IN THIS FUNCTION. Do it in ForceRelationship.
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ForceRelationship(null, pullable);
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}
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public void ForceSetMovingTo(SharedPullableComponent pullable, EntityCoordinates? movingTo)
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{
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if (_timing.ApplyingState)
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return;
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if (pullable.MovingTo == movingTo)
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{
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return;
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}
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// Don't allow setting a MovingTo if there's no puller.
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// The other half of this guarantee (shutting down a MovingTo if the puller goes away) is enforced in ForceRelationship.
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if (pullable.Puller == null && movingTo != null)
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{
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return;
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}
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pullable.MovingTo = movingTo;
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Dirty(pullable);
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if (movingTo == null)
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{
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RaiseLocalEvent(pullable.Owner, new PullableStopMovingMessage(), true);
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}
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else
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{
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RaiseLocalEvent(pullable.Owner, new PullableMoveMessage(), true);
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}
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}
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/// <summary>
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/// Changes if the entity needs a hand in order to be able to pull objects.
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/// </summary>
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public void ChangeHandRequirement(EntityUid uid, bool needsHands, SharedPullerComponent? comp)
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{
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if (!Resolve(uid, ref comp, false))
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return;
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comp.NeedsHands = needsHands;
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Dirty(uid, comp);
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}
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}
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}
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