Refactor TriggerSystem.Proximity (#17554)
This commit is contained in:
@@ -1,4 +1,3 @@
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using Content.Client.Trigger;
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using Content.Shared.Trigger;
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using Robust.Client.Animations;
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using Robust.Client.GameObjects;
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@@ -20,7 +19,7 @@ public sealed partial class TriggerSystem
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private static readonly Animation _flasherAnimation = new Animation
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{
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Length = TimeSpan.FromSeconds(0.3f),
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Length = TimeSpan.FromSeconds(0.6f),
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AnimationTracks = {
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new AnimationTrackSpriteFlick
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{
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@@ -51,7 +50,8 @@ public sealed partial class TriggerSystem
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private void OnProxAnimation(EntityUid uid, TriggerOnProximityComponent component, AnimationCompletedEvent args)
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{
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if (!TryComp<AppearanceComponent>(uid, out var appearance)) return;
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if (!TryComp<AppearanceComponent>(uid, out var appearance))
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return;
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// So animation doesn't get spammed if no server state comes in.
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_appearance.SetData(uid, ProximityTriggerVisualState.State, ProximityTriggerVisuals.Inactive, appearance);
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@@ -73,8 +73,15 @@ public sealed partial class TriggerSystem
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if (!Resolve(uid, ref spriteComponent))
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return;
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TryComp<AnimationPlayerComponent>(component.Owner, out var player);
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_appearance.TryGetData<ProximityTriggerVisuals>(appearance.Owner, ProximityTriggerVisualState.State, out var state, appearance);
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if (!TryComp<AnimationPlayerComponent>(uid, out var player))
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return;
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if (!_appearance.TryGetData<ProximityTriggerVisuals>(uid, ProximityTriggerVisualState.State, out var state, appearance))
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return;
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if (!spriteComponent.LayerMapTryGet(ProximityTriggerVisualLayers.Base, out var layer))
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// Don't do anything if the sprite doesn't have the layer.
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return;
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switch (state)
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{
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@@ -82,7 +89,7 @@ public sealed partial class TriggerSystem
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// Don't interrupt the flash animation
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if (_player.HasRunningAnimation(uid, player, AnimKey)) return;
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_player.Stop(uid, player, AnimKey);
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spriteComponent.LayerSetState(ProximityTriggerVisualLayers.Base, "on");
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spriteComponent.LayerSetState(layer, "on");
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break;
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case ProximityTriggerVisuals.Active:
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if (_player.HasRunningAnimation(uid, player, AnimKey)) return;
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@@ -91,7 +98,7 @@ public sealed partial class TriggerSystem
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case ProximityTriggerVisuals.Off:
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default:
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_player.Stop(uid, player, AnimKey);
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spriteComponent.LayerSetState(ProximityTriggerVisualLayers.Base, "off");
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spriteComponent.LayerSetState(layer, "off");
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break;
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}
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}
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@@ -1,7 +1,10 @@
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using Content.Server.Explosion.EntitySystems;
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using Content.Shared.Explosion;
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using Content.Shared.Physics;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server.Explosion.Components
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{
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@@ -12,49 +15,76 @@ namespace Content.Server.Explosion.Components
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[RegisterComponent]
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public sealed class TriggerOnProximityComponent : SharedTriggerOnProximityComponent
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{
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public const string FixtureID = "trigger-on-proximity-fixture";
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public const string FixtureID = "trigger-on-proximity-fixture";
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public readonly HashSet<PhysicsComponent> Colliding = new();
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[ViewVariables]
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public readonly Dictionary<EntityUid, PhysicsComponent> Colliding = new();
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[DataField("shape", required: true)]
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public IPhysShape Shape { get; set; } = new PhysShapeCircle(2f);
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/// <summary>
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/// What is the shape of the proximity fixture?
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/// </summary>
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[ViewVariables]
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[DataField("shape")]
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public IPhysShape Shape = new PhysShapeCircle(2f);
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/// <summary>
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/// How long the the proximity trigger animation plays for.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("animationDuration")]
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public float AnimationDuration = 0.3f;
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public TimeSpan AnimationDuration = TimeSpan.FromSeconds(0.6f);
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/// <summary>
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/// Whether the entity needs to be anchored for the proximity to work.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("requiresAnchored")]
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public bool RequiresAnchored { get; set; } = true;
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public bool RequiresAnchored = true;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("enabled")]
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public bool Enabled = true;
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/// <summary>
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/// The minimum delay between repeating triggers.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("cooldown")]
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public float Cooldown { get; set; } = 5f;
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public TimeSpan Cooldown = TimeSpan.FromSeconds(5);
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/// <summary>
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/// How much cooldown has elapsed (if relevant).
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/// When can the trigger run again?
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/// </summary>
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[DataField("accumulator")]
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public float Accumulator = 0f;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("nextTrigger", customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan NextTrigger = TimeSpan.Zero;
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/// <summary>
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/// When will the visual state be updated again after activation?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("nextVisualUpdate", customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan NextVisualUpdate = TimeSpan.Zero;
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/// <summary>
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/// What speed should the other object be moving at to trigger the proximity fixture?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("triggerSpeed")]
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public float TriggerSpeed { get; set; } = 3.5f;
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public float TriggerSpeed = 3.5f;
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/// <summary>
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/// If this proximity is triggered should we continually repeat it?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("repeating")]
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internal bool Repeating = true;
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public bool Repeating = true;
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/// <summary>
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/// What layer is the trigger fixture on?
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/// </summary>
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[ViewVariables]
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[DataField("layer", customTypeSerializer: typeof(FlagSerializer<CollisionLayer>))]
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public readonly int Layer = (int) (CollisionGroup.MidImpassable | CollisionGroup.LowImpassable | CollisionGroup.HighImpassable);
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}
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}
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@@ -1,28 +1,23 @@
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using Content.Server.Explosion.Components;
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using Content.Shared.Physics;
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using Content.Shared.Trigger;
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using Robust.Server.GameObjects;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Utility;
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using Robust.Shared.Timing;
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namespace Content.Server.Explosion.EntitySystems;
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public sealed partial class TriggerSystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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/// <summary>
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/// Anything that has stuff touching it (to check speed) or is on cooldown.
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/// </summary>
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private HashSet<TriggerOnProximityComponent> _activeProximities = new();
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private void InitializeProximity()
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{
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SubscribeLocalEvent<TriggerOnProximityComponent, StartCollideEvent>(OnProximityStartCollide);
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SubscribeLocalEvent<TriggerOnProximityComponent, EndCollideEvent>(OnProximityEndCollide);
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SubscribeLocalEvent<TriggerOnProximityComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<TriggerOnProximityComponent, EntityUnpausedEvent>(OnUnpaused);
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SubscribeLocalEvent<TriggerOnProximityComponent, ComponentShutdown>(OnProximityShutdown);
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// Shouldn't need re-anchoring.
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SubscribeLocalEvent<TriggerOnProximityComponent, AnchorStateChangedEvent>(OnProximityAnchor);
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@@ -37,7 +32,6 @@ public sealed partial class TriggerSystem
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if (!component.Enabled)
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{
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_activeProximities.Remove(component);
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component.Colliding.Clear();
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}
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// Re-check for contacts as we cleared them.
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@@ -49,14 +43,13 @@ public sealed partial class TriggerSystem
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private void OnProximityShutdown(EntityUid uid, TriggerOnProximityComponent component, ComponentShutdown args)
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{
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_activeProximities.Remove(component);
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component.Colliding.Clear();
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}
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private void OnMapInit(EntityUid uid, TriggerOnProximityComponent component, MapInitEvent args)
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{
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component.Enabled = !component.RequiresAnchored ||
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EntityManager.GetComponent<TransformComponent>(uid).Anchored;
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Transform(uid).Anchored;
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SetProximityAppearance(uid, component);
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@@ -68,23 +61,29 @@ public sealed partial class TriggerSystem
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component.Shape,
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TriggerOnProximityComponent.FixtureID,
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hard: false,
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// TODO: Should probably have these settable via datafield but I'm lazy and it's a pain
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collisionLayer: (int) (CollisionGroup.MidImpassable | CollisionGroup.LowImpassable | CollisionGroup.HighImpassable));
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collisionLayer: component.Layer);
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}
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private void OnUnpaused(EntityUid uid, TriggerOnProximityComponent component, ref EntityUnpausedEvent args)
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{
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component.NextTrigger += args.PausedTime;
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component.NextVisualUpdate += args.PausedTime;
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}
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private void OnProximityStartCollide(EntityUid uid, TriggerOnProximityComponent component, ref StartCollideEvent args)
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{
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if (args.OurFixture.ID != TriggerOnProximityComponent.FixtureID) return;
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if (args.OurFixture.ID != TriggerOnProximityComponent.FixtureID)
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return;
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_activeProximities.Add(component);
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component.Colliding.Add(args.OtherBody);
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component.Colliding[args.OtherEntity] = args.OtherBody;
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}
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private static void OnProximityEndCollide(EntityUid uid, TriggerOnProximityComponent component, ref EndCollideEvent args)
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{
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if (args.OurFixture.ID != TriggerOnProximityComponent.FixtureID) return;
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if (args.OurFixture.ID != TriggerOnProximityComponent.FixtureID)
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return;
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component.Colliding.Remove(args.OtherBody);
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component.Colliding.Remove(args.OtherEntity);
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}
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private void SetProximityAppearance(EntityUid uid, TriggerOnProximityComponent component)
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@@ -95,76 +94,67 @@ public sealed partial class TriggerSystem
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}
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}
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private void Activate(TriggerOnProximityComponent component)
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private void Activate(EntityUid uid, EntityUid user, TriggerOnProximityComponent component)
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{
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DebugTools.Assert(component.Enabled);
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var curTime = _timing.CurTime;
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if (!component.Repeating)
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{
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component.Enabled = false;
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_activeProximities.Remove(component);
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component.Colliding.Clear();
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}
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else
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{
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component.Accumulator += component.Cooldown;
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component.NextTrigger = curTime + component.Cooldown;
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}
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if (EntityManager.TryGetComponent(component.Owner, out AppearanceComponent? appearance))
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// Queue a visual update for when the animation is complete.
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component.NextVisualUpdate = curTime + component.AnimationDuration;
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if (EntityManager.TryGetComponent(uid, out AppearanceComponent? appearance))
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{
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_appearance.SetData(appearance.Owner, ProximityTriggerVisualState.State, ProximityTriggerVisuals.Active, appearance);
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_appearance.SetData(uid, ProximityTriggerVisualState.State, ProximityTriggerVisuals.Active, appearance);
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}
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Trigger(component.Owner);
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Trigger(uid, user);
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}
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private void UpdateProximity(float frameTime)
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private void UpdateProximity()
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{
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var toRemove = new RemQueue<TriggerOnProximityComponent>();
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var curTime = _timing.CurTime;
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foreach (var comp in _activeProximities)
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var query = EntityQueryEnumerator<TriggerOnProximityComponent>();
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while (query.MoveNext(out var uid, out var trigger))
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{
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MetaDataComponent? metadata = null;
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if (Deleted(comp.Owner, metadata))
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if (curTime >= trigger.NextVisualUpdate)
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{
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toRemove.Add(comp);
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continue;
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// Update the visual state once the animation is done.
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trigger.NextVisualUpdate = TimeSpan.MaxValue;
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SetProximityAppearance(uid, trigger);
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}
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SetProximityAppearance(comp.Owner, comp);
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if (Paused(comp.Owner, metadata)) continue;
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comp.Accumulator -= frameTime;
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if (comp.Accumulator > 0f) continue;
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// Only remove it from accumulation when nothing colliding anymore.
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if (!comp.Enabled || comp.Colliding.Count == 0)
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{
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comp.Accumulator = 0f;
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toRemove.Add(comp);
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if (!trigger.Enabled)
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continue;
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}
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// Alright now that we have no cd check everything in range.
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if (curTime < trigger.NextTrigger)
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// The trigger's on cooldown.
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continue;
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foreach (var colliding in comp.Colliding)
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// Check for anything colliding and moving fast enough.
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foreach (var (collidingUid, colliding) in trigger.Colliding)
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{
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if (Deleted(colliding.Owner)) continue;
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if (Deleted(collidingUid))
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continue;
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if (colliding.LinearVelocity.Length < comp.TriggerSpeed) continue;
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if (colliding.LinearVelocity.Length < trigger.TriggerSpeed)
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continue;
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// Trigger!
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Activate(comp);
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Activate(uid, collidingUid, trigger);
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break;
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}
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}
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foreach (var prox in toRemove)
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{
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_activeProximities.Remove(prox);
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}
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}
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}
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@@ -214,7 +214,7 @@ namespace Content.Server.Explosion.EntitySystems
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{
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base.Update(frameTime);
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UpdateProximity(frameTime);
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UpdateProximity();
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UpdateTimer(frameTime);
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UpdateTimedCollide(frameTime);
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}
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