using Content.Shared.Gravity; using Content.Shared.StepTrigger.Components; using Robust.Shared.GameStates; using Robust.Shared.Map.Components; using Robust.Shared.Physics; using Robust.Shared.Physics.Components; using Robust.Shared.Physics.Events; namespace Content.Shared.StepTrigger.Systems; public sealed class StepTriggerSystem : EntitySystem { [Dependency] private readonly EntityLookupSystem _entityLookup = default!; [Dependency] private readonly SharedGravitySystem _gravity = default!; public override void Initialize() { UpdatesOutsidePrediction = true; SubscribeLocalEvent(TriggerGetState); SubscribeLocalEvent(TriggerHandleState); SubscribeLocalEvent(OnStartCollide); SubscribeLocalEvent(OnEndCollide); #if DEBUG SubscribeLocalEvent(OnStartup); } private void OnStartup(EntityUid uid, StepTriggerComponent component, ComponentStartup args) { if (!component.Active) return; if (!TryComp(uid, out FixturesComponent? fixtures) || fixtures.FixtureCount == 0) Log.Warning($"{ToPrettyString(uid)} has an active step trigger without any fixtures."); #endif } public override void Update(float frameTime) { var query = GetEntityQuery(); var enumerator = EntityQueryEnumerator(); while (enumerator.MoveNext(out var uid, out var active, out var trigger, out var transform)) { if (!Update(uid, trigger, transform, query)) continue; RemCompDeferred(uid, active); } } private bool Update(EntityUid uid, StepTriggerComponent component, TransformComponent transform, EntityQuery query) { if (!component.Active || component.Colliding.Count == 0) { return true; } if (component.Blacklist != null && TryComp(transform.GridUid, out var grid)) { var anch = grid.GetAnchoredEntitiesEnumerator(grid.LocalToTile(transform.Coordinates)); while (anch.MoveNext(out var ent)) { if (ent == uid) continue; if (component.Blacklist.IsValid(ent.Value, EntityManager) == true) { return false; } } } foreach (var otherUid in component.Colliding) { UpdateColliding(uid, component, transform, otherUid, query); } return false; } private void UpdateColliding(EntityUid uid, StepTriggerComponent component, TransformComponent ownerXform, EntityUid otherUid, EntityQuery query) { if (!query.TryGetComponent(otherUid, out var otherPhysics)) return; var otherXform = Transform(otherUid); // TODO: This shouldn't be calculating based on world AABBs. var ourAabb = _entityLookup.GetAABBNoContainer(uid, ownerXform.LocalPosition, ownerXform.LocalRotation); var otherAabb = _entityLookup.GetAABBNoContainer(otherUid, otherXform.LocalPosition, otherXform.LocalRotation); if (!ourAabb.Intersects(otherAabb)) { if (component.CurrentlySteppedOn.Remove(otherUid)) { Dirty(uid, component); } return; } // max 'area of enclosure' between the two aabbs // this is hard to explain var intersect = Box2.Area(otherAabb.Intersect(ourAabb)); var ratio = Math.Max(intersect / Box2.Area(otherAabb), intersect / Box2.Area(ourAabb)); if (otherPhysics.LinearVelocity.Length() < component.RequiredTriggerSpeed || component.CurrentlySteppedOn.Contains(otherUid) || ratio < component.IntersectRatio || !CanTrigger(uid, otherUid, component)) { return; } var ev = new StepTriggeredEvent { Source = uid, Tripper = otherUid }; RaiseLocalEvent(uid, ref ev, true); component.CurrentlySteppedOn.Add(otherUid); Dirty(uid, component); } private bool CanTrigger(EntityUid uid, EntityUid otherUid, StepTriggerComponent component) { if (!component.Active || component.CurrentlySteppedOn.Contains(otherUid)) return false; // Can't trigger if we don't ignore weightless entities // and the entity is flying or currently weightless // Makes sense simulation wise to have this be part of steptrigger directly IMO if (!component.IgnoreWeightless && TryComp(otherUid, out var physics) && (physics.BodyStatus == BodyStatus.InAir || _gravity.IsWeightless(otherUid, physics))) return false; var msg = new StepTriggerAttemptEvent { Source = uid, Tripper = otherUid }; RaiseLocalEvent(uid, ref msg, true); return msg.Continue && !msg.Cancelled; } private void OnStartCollide(EntityUid uid, StepTriggerComponent component, ref StartCollideEvent args) { var otherUid = args.OtherEntity; if (!args.OtherFixture.Hard) return; if (!CanTrigger(uid, otherUid, component)) return; EnsureComp(uid); if (component.Colliding.Add(otherUid)) { Dirty(uid, component); } } private void OnEndCollide(EntityUid uid, StepTriggerComponent component, ref EndCollideEvent args) { var otherUid = args.OtherEntity; if (!component.Colliding.Remove(otherUid)) return; component.CurrentlySteppedOn.Remove(otherUid); Dirty(uid, component); if (component.Colliding.Count == 0) { RemCompDeferred(uid); } } private 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; var stepped = EnsureEntitySet(state.CurrentlySteppedOn, uid); var colliding = EnsureEntitySet(state.CurrentlySteppedOn, uid); component.CurrentlySteppedOn.Clear(); component.CurrentlySteppedOn.UnionWith(stepped); component.Colliding.Clear(); component.Colliding.UnionWith(colliding); if (component.Colliding.Count > 0) { EnsureComp(uid); } else { RemCompDeferred(uid); } } private void TriggerGetState(EntityUid uid, StepTriggerComponent component, ref ComponentGetState args) { args.State = new StepTriggerComponentState( component.IntersectRatio, GetNetEntitySet(component.CurrentlySteppedOn), GetNetEntitySet(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(uid, 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(uid, 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(uid, 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; }