Pulling state handling changes (#9952)
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@@ -71,10 +71,13 @@ namespace Content.Client.Physics.Controllers
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if (TryComp(player, out JointComponent? jointComponent))
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{
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foreach (var joint in jointComponent.GetJoints)
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foreach (var joint in jointComponent.GetJoints.Values)
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{
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joint.BodyA.Predict = true;
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joint.BodyB.Predict = true;
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if (TryComp(joint.BodyAUid, out PhysicsComponent? physics))
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physics.Predict = true;
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if (TryComp(joint.BodyBUid, out physics))
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physics.Predict = true;
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}
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}
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@@ -13,14 +13,13 @@ namespace Content.Shared.Pulling.Components
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{
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/// <summary>
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/// The current entity pulling this component.
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/// SharedPullingStateManagementSystem should be writing this. This means definitely not you.
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/// </summary>
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public EntityUid? Puller { get; set; }
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/// <summary>
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/// The pull joint.
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/// SharedPullingStateManagementSystem should be writing this. This means probably not you.
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/// </summary>
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public DistanceJoint? PullJoint { get; set; }
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public string? PullJointId { get; set; }
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public bool BeingPulled => Puller != null;
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@@ -4,6 +4,7 @@ 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.Timing;
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namespace Content.Shared.Pulling
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{
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@@ -16,6 +17,7 @@ namespace Content.Shared.Pulling
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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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@@ -42,14 +44,14 @@ namespace Content.Shared.Pulling
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ForceSetMovingTo(pullable, null);
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// Joint shutdown
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if (EntityManager.TryGetComponent<JointComponent?>(puller.Owner, out var jointComp))
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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.Contains(pullable.PullJoint!))
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{
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_jointSystem.RemoveJoint(pullable.PullJoint!);
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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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}
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pullable.PullJoint = null;
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pullable.PullJointId = null;
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// State shutdown
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puller.Pulling = null;
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@@ -64,8 +66,8 @@ namespace Content.Shared.Pulling
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RaiseLocalEvent(pullable.Owner, message, true);
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// Networking
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puller.Dirty();
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pullable.Dirty();
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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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@@ -92,26 +94,31 @@ namespace Content.Shared.Pulling
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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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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 = $"pull-joint-{pullable.Owner}";
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// State startup
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puller.Pulling = pullable.Owner;
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pullable.Puller = puller.Owner;
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// joint state handling will manage its own state
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if (!_timing.ApplyingState)
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{
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// Joint startup
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var union = _physics.GetHardAABB(pullerPhysics).Union(_physics.GetHardAABB(pullablePhysics));
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var length = Math.Max(union.Size.X, union.Size.Y) * 0.75f;
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pullable.PullJoint = _jointSystem.CreateDistanceJoint(pullablePhysics.Owner, pullerPhysics.Owner, id:$"pull-joint-{pullablePhysics.Owner}");
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pullable.PullJoint.CollideConnected = false;
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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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pullable.PullJoint.MaxLength = Math.Max(1.0f, length);
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pullable.PullJoint.Length = length * 0.75f;
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pullable.PullJoint.MinLength = 0f;
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pullable.PullJoint.Stiffness = 1f;
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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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@@ -65,7 +65,7 @@ namespace Content.Shared.Pulling
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if (TryComp(uid, out JointComponent? joints))
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{
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foreach (var jt in joints.GetJoints)
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foreach (var jt in joints.GetJoints.Values)
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{
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if (jt.BodyAUid == component.Puller || jt.BodyBUid == component.Puller)
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return;
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