Emergency revert for pulling (#24923)

Revert "Pulling rework (#20906)"

This reverts commit 0d8254b2a2.
This commit is contained in:
Jezithyr
2024-02-03 10:32:30 -08:00
committed by GitHub
parent 914bab19e8
commit c15b0691ec
53 changed files with 1359 additions and 764 deletions

View File

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