Pulling state handling changes (#9952)

This commit is contained in:
Leon Friedrich
2022-07-29 14:13:43 +12:00
committed by GitHub
parent 7cf67e1323
commit ebe6093af1
4 changed files with 35 additions and 26 deletions

View File

@@ -4,6 +4,7 @@ using Content.Shared.Pulling.Components;
using JetBrains.Annotations;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Timing;
namespace Content.Shared.Pulling
{
@@ -16,6 +17,7 @@ namespace Content.Shared.Pulling
{
[Dependency] private readonly SharedJointSystem _jointSystem = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly IGameTiming _timing = default!;
public override void Initialize()
{
@@ -42,14 +44,14 @@ namespace Content.Shared.Pulling
ForceSetMovingTo(pullable, null);
// Joint shutdown
if (EntityManager.TryGetComponent<JointComponent?>(puller.Owner, out var jointComp))
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.Contains(pullable.PullJoint!))
{
_jointSystem.RemoveJoint(pullable.PullJoint!);
}
if (jointComp.GetJoints.TryGetValue(pullable.PullJointId, out var j))
_jointSystem.RemoveJoint(j);
}
pullable.PullJoint = null;
pullable.PullJointId = null;
// State shutdown
puller.Pulling = null;
@@ -64,8 +66,8 @@ namespace Content.Shared.Pulling
RaiseLocalEvent(pullable.Owner, message, true);
// Networking
puller.Dirty();
pullable.Dirty();
Dirty(puller);
Dirty(pullable);
}
public void ForceRelationship(SharedPullerComponent? puller, SharedPullableComponent? pullable)
@@ -92,26 +94,31 @@ namespace Content.Shared.Pulling
// And now for the actual connection (if any).
if ((puller != null) && (pullable != null))
if (puller != null && pullable != null)
{
var pullerPhysics = EntityManager.GetComponent<PhysicsComponent>(puller.Owner);
var pullablePhysics = EntityManager.GetComponent<PhysicsComponent>(pullable.Owner);
pullable.PullJointId = $"pull-joint-{pullable.Owner}";
// State startup
puller.Pulling = pullable.Owner;
pullable.Puller = puller.Owner;
// Joint startup
var union = _physics.GetHardAABB(pullerPhysics).Union(_physics.GetHardAABB(pullablePhysics));
var length = Math.Max(union.Size.X, union.Size.Y) * 0.75f;
// joint state handling will manage its own state
if (!_timing.ApplyingState)
{
// Joint startup
var union = _physics.GetHardAABB(pullerPhysics).Union(_physics.GetHardAABB(pullablePhysics));
var length = Math.Max(union.Size.X, union.Size.Y) * 0.75f;
pullable.PullJoint = _jointSystem.CreateDistanceJoint(pullablePhysics.Owner, pullerPhysics.Owner, id:$"pull-joint-{pullablePhysics.Owner}");
pullable.PullJoint.CollideConnected = false;
// This maximum has to be there because if the object is constrained too closely, the clamping goes backwards and asserts.
pullable.PullJoint.MaxLength = Math.Max(1.0f, length);
pullable.PullJoint.Length = length * 0.75f;
pullable.PullJoint.MinLength = 0f;
pullable.PullJoint.Stiffness = 1f;
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);