Remove pulling broadcast subscription (#7232)
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@@ -1,10 +1,6 @@
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using System;
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using System.Collections.Generic;
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using Content.Shared.Pulling;
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using Content.Shared.Pulling;
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using Content.Shared.Pulling.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Content.Shared.Rotatable;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Controllers;
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@@ -37,6 +33,22 @@ namespace Content.Server.Physics.Controllers
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[Dependency] private readonly SharedPullingSystem _pullableSystem = default!;
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// TODO: Move this stuff to pullingsystem
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/// <summary>
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/// If distance between puller and pulled entity lower that this threshold,
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/// pulled entity will not change its rotation.
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/// Helps with small distance jittering
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/// </summary>
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private const float ThresholdRotDistance = 1;
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/// <summary>
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/// If difference between puller and pulled angle lower that this threshold,
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/// pulled entity will not change its rotation.
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/// Helps with diagonal movement jittering
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/// As of further adjustments, should divide cleanly into 90 degrees
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/// </summary>
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private const float ThresholdRotAngle = 22.5f;
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public override void Initialize()
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{
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UpdatesAfter.Add(typeof(MoverController));
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@@ -50,9 +62,46 @@ namespace Content.Server.Physics.Controllers
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if (component.Pulling == null ||
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!TryComp<SharedPullableComponent>(component.Pulling.Value, out var pullable)) return;
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UpdatePulledRotation(uid, pullable.Owner);
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if (TryComp<PhysicsComponent>(pullable.Owner, out var physics))
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physics.WakeBody();
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_pullableSystem.StopMoveTo(pullable);
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}
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private void UpdatePulledRotation(EntityUid puller, EntityUid pulled)
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{
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// TODO: update once ComponentReference works with directed event bus.
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if (!TryComp(pulled, out RotatableComponent? rotatable))
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return;
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if (!rotatable.RotateWhilePulling)
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return;
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var pulledXform = Transform(pulled);
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var dir = Transform(puller).WorldPosition - pulledXform.WorldPosition;
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if (dir.LengthSquared > ThresholdRotDistance * ThresholdRotDistance)
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{
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var oldAngle = pulledXform.WorldRotation;
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var newAngle = Angle.FromWorldVec(dir);
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var diff = newAngle - oldAngle;
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if (Math.Abs(diff.Degrees) > (ThresholdRotAngle / 2f))
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{
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// Ok, so this bit is difficult because ideally it would look like it's snapping to sane angles.
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// Otherwise PIANO DOOR STUCK! happens.
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// But it also needs to work with station rotation / align to the local parent.
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// So...
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var baseRotation = pulledXform.Parent?.WorldRotation ?? 0f;
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var localRotation = newAngle - baseRotation;
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var localRotationSnapped = Angle.FromDegrees(Math.Floor((localRotation.Degrees / ThresholdRotAngle) + 0.5f) * ThresholdRotAngle);
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pulledXform.LocalRotation = localRotationSnapped;
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}
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}
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}
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public override void UpdateBeforeSolve(bool prediction, float frameTime)
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{
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base.UpdateBeforeSolve(prediction, frameTime);
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