using Content.Shared.StepTrigger.Components; using Robust.Shared.Collections; using Robust.Shared.GameStates; using Robust.Shared.Physics.Dynamics; namespace Content.Shared.StepTrigger.Systems; public sealed class StepTriggerSystem : EntitySystem { [Dependency] private readonly EntityLookupSystem _entityLookup = default!; public override void Initialize() { SubscribeLocalEvent(TriggerGetState); SubscribeLocalEvent(TriggerHandleState); SubscribeLocalEvent(HandleCollide); } public override void Update(float frameTime) { var query = GetEntityQuery(); foreach (var (active, trigger, transform) in EntityQuery()) { if (!Update(trigger, transform, query)) continue; RemComp(trigger.Owner, active); } } private bool Update(StepTriggerComponent component, TransformComponent transform, EntityQuery query) { if (!component.Active || component.Colliding.Count == 0) return true; var remQueue = new ValueList(); foreach (var otherUid in component.Colliding) { var shouldRemoveFromColliding = UpdateColliding(component, transform, otherUid, query); if (!shouldRemoveFromColliding) continue; remQueue.Add(otherUid); } if (remQueue.Count > 0) { foreach (var uid in remQueue) { component.Colliding.Remove(uid); component.CurrentlySteppedOn.Remove(uid); } Dirty(component); } return false; } private bool UpdateColliding(StepTriggerComponent component, TransformComponent ownerTransform, EntityUid otherUid, EntityQuery query) { if (!query.TryGetComponent(otherUid, out var otherPhysics)) return true; // TODO: This shouldn't be calculating based on world AABBs. var ourAabb = _entityLookup.GetWorldAABB(component.Owner, ownerTransform); var otherAabb = _entityLookup.GetWorldAABB(otherUid); if (!ourAabb.Intersects(otherAabb)) return true; if (otherPhysics.LinearVelocity.Length < component.RequiredTriggerSpeed || component.CurrentlySteppedOn.Contains(otherUid) || otherAabb.IntersectPercentage(ourAabb) < component.IntersectRatio || !CanTrigger(component.Owner, otherUid, component)) return false; var ev = new StepTriggeredEvent { Source = component.Owner, Tripper = otherUid }; RaiseLocalEvent(component.Owner, ref ev, true); component.CurrentlySteppedOn.Add(otherUid); Dirty(component); return false; } private bool CanTrigger(EntityUid uid, EntityUid otherUid, StepTriggerComponent component) { if (!component.Active || component.CurrentlySteppedOn.Contains(otherUid)) return false; var msg = new StepTriggerAttemptEvent { Source = uid, Tripper = otherUid }; RaiseLocalEvent(uid, ref msg, true); return msg.Continue && !msg.Cancelled; } private void HandleCollide(EntityUid uid, StepTriggerComponent component, StartCollideEvent args) { var otherUid = args.OtherFixture.Body.Owner; if (!CanTrigger(uid, otherUid, component)) return; EnsureComp(uid); component.Colliding.Add(otherUid); } private static void TriggerHandleState(EntityUid uid, StepTriggerComponent component, ref ComponentHandleState args) { if (args.Current is not StepTriggerComponentState state) return; component.RequiredTriggerSpeed = state.RequiredTriggerSpeed; component.IntersectRatio = state.IntersectRatio; component.Active = state.Active; component.CurrentlySteppedOn.Clear(); component.Colliding.Clear(); component.CurrentlySteppedOn.UnionWith(state.CurrentlySteppedOn); component.Colliding.UnionWith(state.Colliding); } private static void TriggerGetState(EntityUid uid, StepTriggerComponent component, ref ComponentGetState args) { args.State = new StepTriggerComponentState( component.IntersectRatio, component.CurrentlySteppedOn, component.Colliding, component.RequiredTriggerSpeed, component.Active); } public void SetIntersectRatio(EntityUid uid, float ratio, StepTriggerComponent? component = null) { if (!Resolve(uid, ref component)) return; if (MathHelper.CloseToPercent(component.IntersectRatio, ratio)) return; component.IntersectRatio = ratio; Dirty(component); } public void SetRequiredTriggerSpeed(EntityUid uid, float speed, StepTriggerComponent? component = null) { if (!Resolve(uid, ref component)) return; if (MathHelper.CloseToPercent(component.RequiredTriggerSpeed, speed)) return; component.RequiredTriggerSpeed = speed; Dirty(component); } public void SetActive(EntityUid uid, bool active, StepTriggerComponent? component = null) { if (!Resolve(uid, ref component)) return; if (active == component.Active) return; component.Active = active; Dirty(component); } } [ByRefEvent] public struct StepTriggerAttemptEvent { public EntityUid Source; public EntityUid Tripper; public bool Continue; /// /// Set by systems which wish to cancel the step trigger event, regardless of event ordering. /// public bool Cancelled; } [ByRefEvent] public struct StepTriggeredEvent { public EntityUid Source; public EntityUid Tripper; }