Files
tbd-station-14/Content.Shared/Trigger/Systems/TriggerSystem.Proximity.cs
2025-08-03 21:20:37 +02:00

139 lines
4.4 KiB
C#

using Content.Shared.Trigger.Components.Triggers;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
namespace Content.Shared.Trigger.Systems;
public sealed partial class TriggerSystem
{
private void InitializeProximity()
{
SubscribeLocalEvent<TriggerOnProximityComponent, StartCollideEvent>(OnProximityStartCollide);
SubscribeLocalEvent<TriggerOnProximityComponent, EndCollideEvent>(OnProximityEndCollide);
SubscribeLocalEvent<TriggerOnProximityComponent, MapInitEvent>(OnMapInit);
// Shouldn't need re-anchoring.
SubscribeLocalEvent<TriggerOnProximityComponent, AnchorStateChangedEvent>(OnProximityAnchor);
}
private void OnProximityAnchor(Entity<TriggerOnProximityComponent> ent, ref AnchorStateChangedEvent args)
{
ent.Comp.Enabled = !ent.Comp.RequiresAnchored || args.Anchored;
SetProximityAppearance(ent);
if (!ent.Comp.Enabled)
{
ent.Comp.Colliding.Clear();
}
// Re-check for contacts as we cleared them.
else if (TryComp<PhysicsComponent>(ent, out var body))
{
_physics.RegenerateContacts((ent.Owner, body));
}
Dirty(ent);
}
private void OnMapInit(Entity<TriggerOnProximityComponent> ent, ref MapInitEvent args)
{
ent.Comp.Enabled = !ent.Comp.RequiresAnchored || Transform(ent).Anchored;
SetProximityAppearance(ent);
if (!TryComp<PhysicsComponent>(ent, out var body))
return;
_fixture.TryCreateFixture(
ent.Owner,
ent.Comp.Shape,
TriggerOnProximityComponent.FixtureID,
hard: false,
body: body,
collisionLayer: ent.Comp.Layer);
Dirty(ent);
}
private void OnProximityStartCollide(EntityUid uid, TriggerOnProximityComponent component, ref StartCollideEvent args)
{
if (args.OurFixtureId != TriggerOnProximityComponent.FixtureID)
return;
component.Colliding[args.OtherEntity] = args.OtherBody;
}
private static void OnProximityEndCollide(EntityUid uid, TriggerOnProximityComponent component, ref EndCollideEvent args)
{
if (args.OurFixtureId != TriggerOnProximityComponent.FixtureID)
return;
component.Colliding.Remove(args.OtherEntity);
}
private void SetProximityAppearance(Entity<TriggerOnProximityComponent> ent)
{
_appearance.SetData(ent.Owner, ProximityTriggerVisualState.State, ent.Comp.Enabled ? ProximityTriggerVisuals.Inactive : ProximityTriggerVisuals.Off);
}
private void Activate(Entity<TriggerOnProximityComponent> ent, EntityUid user)
{
var curTime = _timing.CurTime;
if (!ent.Comp.Repeating)
{
ent.Comp.Enabled = false;
ent.Comp.Colliding.Clear();
}
else
{
ent.Comp.NextTrigger = curTime + ent.Comp.Cooldown;
}
// Queue a visual update for when the animation is complete.
ent.Comp.NextVisualUpdate = curTime + ent.Comp.AnimationDuration;
Dirty(ent);
_appearance.SetData(ent.Owner, ProximityTriggerVisualState.State, ProximityTriggerVisuals.Active);
Trigger(ent.Owner, user, ent.Comp.KeyOut);
}
private void UpdateProximity()
{
var curTime = _timing.CurTime;
var query = EntityQueryEnumerator<TriggerOnProximityComponent>();
while (query.MoveNext(out var uid, out var trigger))
{
if (curTime >= trigger.NextVisualUpdate)
{
// Update the visual state once the animation is done.
trigger.NextVisualUpdate = TimeSpan.MaxValue;
Dirty(uid, trigger);
SetProximityAppearance((uid, trigger));
}
if (!trigger.Enabled)
continue;
if (curTime < trigger.NextTrigger)
// The trigger's on cooldown.
continue;
// Check for anything colliding and moving fast enough.
foreach (var (collidingUid, colliding) in trigger.Colliding)
{
if (TerminatingOrDeleted(collidingUid))
continue;
if (colliding.LinearVelocity.Length() < trigger.TriggerSpeed)
continue;
// Trigger!
Activate((uid, trigger), collidingUid);
break;
}
}
}
}