SlowContactsSystem to SpeedModifierContactsSystem mini rework (#26110)
* rework * update logic
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126
Content.Shared/Movement/Systems/SpeedModifierContactsSystem.cs
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126
Content.Shared/Movement/Systems/SpeedModifierContactsSystem.cs
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using Content.Shared.Movement.Components;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Systems;
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namespace Content.Shared.Movement.Systems;
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public sealed class SpeedModifierContactsSystem : EntitySystem
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{
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _speedModifierSystem = default!;
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// TODO full-game-save
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// Either these need to be processed before a map is saved, or slowed/slowing entities need to update on init.
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private HashSet<EntityUid> _toUpdate = new();
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private HashSet<EntityUid> _toRemove = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SpeedModifierContactsComponent, StartCollideEvent>(OnEntityEnter);
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SubscribeLocalEvent<SpeedModifierContactsComponent, EndCollideEvent>(OnEntityExit);
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SubscribeLocalEvent<SpeedModifiedByContactComponent, RefreshMovementSpeedModifiersEvent>(MovementSpeedCheck);
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SubscribeLocalEvent<SpeedModifierContactsComponent, ComponentShutdown>(OnShutdown);
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UpdatesAfter.Add(typeof(SharedPhysicsSystem));
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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_toRemove.Clear();
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foreach (var ent in _toUpdate)
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{
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_speedModifierSystem.RefreshMovementSpeedModifiers(ent);
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}
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foreach (var ent in _toRemove)
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{
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RemComp<SpeedModifiedByContactComponent>(ent);
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}
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_toUpdate.Clear();
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}
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public void ChangeModifiers(EntityUid uid, float speed, SpeedModifierContactsComponent? component = null)
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{
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ChangeModifiers(uid, speed, speed, component);
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}
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public void ChangeModifiers(EntityUid uid, float walkSpeed, float sprintSpeed, SpeedModifierContactsComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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{
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return;
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}
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component.WalkSpeedModifier = walkSpeed;
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component.SprintSpeedModifier = sprintSpeed;
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Dirty(component);
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_toUpdate.UnionWith(_physics.GetContactingEntities(uid));
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}
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private void OnShutdown(EntityUid uid, SpeedModifierContactsComponent component, ComponentShutdown args)
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{
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if (!TryComp(uid, out PhysicsComponent? phys))
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return;
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// Note that the entity may not be getting deleted here. E.g., glue puddles.
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_toUpdate.UnionWith(_physics.GetContactingEntities(uid, phys));
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}
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private void MovementSpeedCheck(EntityUid uid, SpeedModifiedByContactComponent component, RefreshMovementSpeedModifiersEvent args)
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{
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if (!EntityManager.TryGetComponent<PhysicsComponent>(uid, out var physicsComponent))
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return;
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var walkSpeed = 0.0f;
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var sprintSpeed = 0.0f;
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bool remove = true;
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var entries = 0;
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foreach (var ent in _physics.GetContactingEntities(uid, physicsComponent))
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{
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if (!TryComp<SpeedModifierContactsComponent>(ent, out var slowContactsComponent))
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continue;
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if (slowContactsComponent.IgnoreWhitelist != null && slowContactsComponent.IgnoreWhitelist.IsValid(uid))
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continue;
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walkSpeed += slowContactsComponent.WalkSpeedModifier;
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sprintSpeed += slowContactsComponent.SprintSpeedModifier;
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remove = false;
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entries++;
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}
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if (entries > 0)
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{
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walkSpeed /= entries;
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sprintSpeed /= entries;
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args.ModifySpeed(walkSpeed, sprintSpeed);
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}
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// no longer colliding with anything
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if (remove)
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_toRemove.Add(uid);
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}
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private void OnEntityExit(EntityUid uid, SpeedModifierContactsComponent component, ref EndCollideEvent args)
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{
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var otherUid = args.OtherEntity;
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_toUpdate.Add(otherUid);
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}
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private void OnEntityEnter(EntityUid uid, SpeedModifierContactsComponent component, ref StartCollideEvent args)
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{
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var otherUid = args.OtherEntity;
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if (!HasComp<MovementSpeedModifierComponent>(otherUid))
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return;
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EnsureComp<SpeedModifiedByContactComponent>(otherUid);
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_toUpdate.Add(otherUid);
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}
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}
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