* Fix entity storage localization * Fix HumanoidAppearanceComponent resolve * Fix null reference exceptions * Fix duplicate key error * Fix artifact error spam * actually maybe this is what its meant to do * Fix entities playing sounds on deletion
483 lines
18 KiB
C#
483 lines
18 KiB
C#
using System.Numerics;
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using Content.Server.Doors.Systems;
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using Content.Server.NPC.Pathfinding;
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using Content.Server.Shuttles.Components;
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using Content.Server.Shuttles.Events;
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using Content.Shared.Doors;
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using Content.Shared.Doors.Components;
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using Content.Shared.Shuttles.Events;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.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.Joints;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Utility;
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namespace Content.Server.Shuttles.Systems
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{
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public sealed partial class DockingSystem : EntitySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly DoorBoltSystem _bolts = default!;
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[Dependency] private readonly DoorSystem _doorSystem = default!;
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[Dependency] private readonly FixtureSystem _fixtureSystem = default!;
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[Dependency] private readonly PathfindingSystem _pathfinding = default!;
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[Dependency] private readonly ShuttleConsoleSystem _console = default!;
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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 SharedTransformSystem _transform = default!;
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private const string DockingFixture = "docking";
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private const string DockingJoint = "docking";
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private const float DockingRadius = 0.20f;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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public override void Initialize()
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{
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base.Initialize();
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
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SubscribeLocalEvent<DockingComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<DockingComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<DockingComponent, AnchorStateChangedEvent>(OnAnchorChange);
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SubscribeLocalEvent<DockingComponent, ReAnchorEvent>(OnDockingReAnchor);
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SubscribeLocalEvent<DockingComponent, BeforeDoorAutoCloseEvent>(OnAutoClose);
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// Yes this isn't in shuttle console; it may be used by other systems technically.
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// in which case I would also add their subs here.
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SubscribeLocalEvent<ShuttleConsoleComponent, AutodockRequestMessage>(OnRequestAutodock);
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SubscribeLocalEvent<ShuttleConsoleComponent, StopAutodockRequestMessage>(OnRequestStopAutodock);
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SubscribeLocalEvent<ShuttleConsoleComponent, UndockRequestMessage>(OnRequestUndock);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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UpdateAutodock();
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}
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private void OnAutoClose(EntityUid uid, DockingComponent component, BeforeDoorAutoCloseEvent args)
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{
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// We'll just pin the door open when docked.
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if (component.Docked)
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args.Cancel();
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}
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private Entity<DockingComponent>? GetDockable(EntityUid uid, TransformComponent dockingXform)
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{
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// Did you know Saltern is the most dockable station?
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// Assume the docking port itself (and its body) is valid
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if (!HasComp<ShuttleComponent>(dockingXform.GridUid))
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{
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return null;
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}
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var transform = _physics.GetPhysicsTransform(uid, dockingXform);
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var dockingFixture = _fixtureSystem.GetFixtureOrNull(uid, DockingFixture);
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if (dockingFixture == null)
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return null;
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Box2? aabb = null;
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for (var i = 0; i < dockingFixture.Shape.ChildCount; i++)
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{
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aabb = aabb?.Union(dockingFixture.Shape.ComputeAABB(transform, i)) ?? dockingFixture.Shape.ComputeAABB(transform, i);
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}
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if (aabb == null)
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return null;
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var enlargedAABB = aabb.Value.Enlarged(DockingRadius * 1.5f);
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// Get any docking ports in range on other grids.
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var grids = new List<Entity<MapGridComponent>>();
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_mapManager.FindGridsIntersecting(dockingXform.MapID, enlargedAABB, ref grids);
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foreach (var otherGrid in grids)
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{
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if (otherGrid.Owner == dockingXform.GridUid)
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continue;
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foreach (var ent in otherGrid.Comp.GetAnchoredEntities(enlargedAABB))
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{
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if (!TryComp(ent, out DockingComponent? otherDocking) ||
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!otherDocking.Enabled ||
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!TryComp(ent, out FixturesComponent? otherBody))
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{
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continue;
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}
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var otherTransform = _physics.GetPhysicsTransform(ent);
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var otherDockingFixture = _fixtureSystem.GetFixtureOrNull(ent, DockingFixture, manager: otherBody);
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if (otherDockingFixture == null)
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{
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DebugTools.Assert(false);
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Log.Error($"Found null docking fixture on {ent}");
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continue;
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}
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for (var i = 0; i < otherDockingFixture.Shape.ChildCount; i++)
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{
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var otherAABB = otherDockingFixture.Shape.ComputeAABB(otherTransform, i);
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if (!aabb.Value.Intersects(otherAABB))
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continue;
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// TODO: Need CollisionManager's GJK for accurate bounds
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// Realistically I want 2 fixtures anyway but I'll deal with that later.
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return (ent, otherDocking);
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}
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}
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}
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return null;
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}
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private void OnShutdown(EntityUid uid, DockingComponent component, ComponentShutdown args)
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{
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if (component.DockedWith == null ||
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EntityManager.GetComponent<MetaDataComponent>(uid).EntityLifeStage > EntityLifeStage.MapInitialized)
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{
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return;
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}
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Cleanup(uid, component);
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}
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private void Cleanup(EntityUid dockAUid, DockingComponent dockA)
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{
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_pathfinding.RemovePortal(dockA.PathfindHandle);
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if (dockA.DockJoint != null)
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_jointSystem.RemoveJoint(dockA.DockJoint);
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var dockBUid = dockA.DockedWith;
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if (dockBUid == null ||
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!TryComp(dockBUid, out DockingComponent? dockB))
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{
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DebugTools.Assert(false);
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Log.Error($"Tried to cleanup {dockAUid} but not docked?");
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dockA.DockedWith = null;
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if (dockA.DockJoint != null)
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{
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// We'll still cleanup the dock joint on release at least
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_jointSystem.RemoveJoint(dockA.DockJoint);
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}
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return;
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}
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dockB.DockedWith = null;
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dockB.DockJoint = null;
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dockB.DockJointId = null;
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dockA.DockJoint = null;
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dockA.DockedWith = null;
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dockA.DockJointId = null;
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// If these grids are ever null then need to look at fixing ordering for unanchored events elsewhere.
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var gridAUid = EntityManager.GetComponent<TransformComponent>(dockAUid).GridUid;
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var gridBUid = EntityManager.GetComponent<TransformComponent>(dockBUid.Value).GridUid;
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var msg = new UndockEvent
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{
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DockA = dockA,
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DockB = dockB,
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GridAUid = gridAUid!.Value,
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GridBUid = gridBUid!.Value,
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};
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RaiseLocalEvent(dockAUid, msg);
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RaiseLocalEvent(dockBUid.Value, msg);
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RaiseLocalEvent(msg);
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}
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private void OnStartup(EntityUid uid, DockingComponent component, ComponentStartup args)
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{
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// Use startup so transform already initialized
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if (!EntityManager.GetComponent<TransformComponent>(uid).Anchored) return;
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EnableDocking(uid, component);
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// This little gem is for docking deserialization
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if (component.DockedWith != null)
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{
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// They're still initialising so we'll just wait for both to be ready.
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if (MetaData(component.DockedWith.Value).EntityLifeStage < EntityLifeStage.Initialized)
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return;
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var otherDock = EntityManager.GetComponent<DockingComponent>(component.DockedWith.Value);
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DebugTools.Assert(otherDock.DockedWith != null);
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Dock(uid, component, component.DockedWith.Value, otherDock);
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DebugTools.Assert(component.Docked && otherDock.Docked);
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}
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}
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private void OnAnchorChange(EntityUid uid, DockingComponent component, ref AnchorStateChangedEvent args)
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{
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if (args.Anchored)
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{
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EnableDocking(uid, component);
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}
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else
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{
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DisableDocking(uid, component);
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}
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_console.RefreshShuttleConsoles();
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}
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private void OnDockingReAnchor(EntityUid uid, DockingComponent component, ref ReAnchorEvent args)
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{
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if (!component.Docked)
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return;
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var otherDock = component.DockedWith;
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var other = Comp<DockingComponent>(otherDock!.Value);
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Undock(uid, component);
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Dock(uid, component, otherDock.Value, other);
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_console.RefreshShuttleConsoles();
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}
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private void DisableDocking(EntityUid uid, DockingComponent component)
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{
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if (!component.Enabled)
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return;
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component.Enabled = false;
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if (component.DockedWith != null)
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{
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Undock(uid, component);
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}
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}
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private void EnableDocking(EntityUid uid, DockingComponent component)
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{
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if (component.Enabled)
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return;
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if (!TryComp(uid, out PhysicsComponent? physicsComponent))
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return;
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component.Enabled = true;
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var shape = new PhysShapeCircle(DockingRadius, new Vector2(0f, -0.5f));
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// Listen it makes intersection tests easier; you can probably dump this but it requires a bunch more boilerplate
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// TODO: I want this to ideally be 2 fixtures to force them to have some level of alignment buuuttt
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// I also need collisionmanager for that yet again so they get dis.
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// TODO: CollisionManager is fine so get to work sloth chop chop.
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_fixtureSystem.TryCreateFixture(uid, shape, DockingFixture, hard: false, body: physicsComponent);
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}
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/// <summary>
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/// Docks 2 ports together and assumes it is valid.
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/// </summary>
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public void Dock(EntityUid dockAUid, DockingComponent dockA, EntityUid dockBUid, DockingComponent dockB)
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{
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if (dockBUid.GetHashCode() < dockAUid.GetHashCode())
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{
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(dockA, dockB) = (dockB, dockA);
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(dockAUid, dockBUid) = (dockBUid, dockAUid);
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}
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Log.Debug($"Docking between {dockAUid} and {dockBUid}");
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// https://gamedev.stackexchange.com/questions/98772/b2distancejoint-with-frequency-equal-to-0-vs-b2weldjoint
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// We could also potentially use a prismatic joint? Depending if we want clamps that can extend or whatever
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var dockAXform = EntityManager.GetComponent<TransformComponent>(dockAUid);
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var dockBXform = EntityManager.GetComponent<TransformComponent>(dockBUid);
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DebugTools.Assert(dockAXform.GridUid != null);
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DebugTools.Assert(dockBXform.GridUid != null);
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var gridA = dockAXform.GridUid!.Value;
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var gridB = dockBXform.GridUid!.Value;
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// May not be possible if map or the likes.
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if (HasComp<PhysicsComponent>(gridA) &&
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HasComp<PhysicsComponent>(gridB))
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{
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SharedJointSystem.LinearStiffness(
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2f,
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0.7f,
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EntityManager.GetComponent<PhysicsComponent>(gridA).Mass,
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EntityManager.GetComponent<PhysicsComponent>(gridB).Mass,
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out var stiffness,
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out var damping);
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// These need playing around with
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// Could also potentially have collideconnected false and stiffness 0 but it was a bit more suss???
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WeldJoint joint;
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// Pre-existing joint so use that.
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if (dockA.DockJointId != null)
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{
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DebugTools.Assert(dockB.DockJointId == dockA.DockJointId);
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joint = _jointSystem.GetOrCreateWeldJoint(gridA, gridB, dockA.DockJointId);
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}
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else
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{
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joint = _jointSystem.GetOrCreateWeldJoint(gridA, gridB, DockingJoint + dockAUid);
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}
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var gridAXform = EntityManager.GetComponent<TransformComponent>(gridA);
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var gridBXform = EntityManager.GetComponent<TransformComponent>(gridB);
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var anchorA = dockAXform.LocalPosition + dockAXform.LocalRotation.ToWorldVec() / 2f;
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var anchorB = dockBXform.LocalPosition + dockBXform.LocalRotation.ToWorldVec() / 2f;
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joint.LocalAnchorA = anchorA;
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joint.LocalAnchorB = anchorB;
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joint.ReferenceAngle = (float) (_transform.GetWorldRotation(gridBXform) - _transform.GetWorldRotation(gridAXform));
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joint.CollideConnected = true;
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joint.Stiffness = stiffness;
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joint.Damping = damping;
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dockA.DockJoint = joint;
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dockA.DockJointId = joint.ID;
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dockB.DockJoint = joint;
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dockB.DockJointId = joint.ID;
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}
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dockA.DockedWith = dockBUid;
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dockB.DockedWith = dockAUid;
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if (TryComp(dockAUid, out DoorComponent? doorA))
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{
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if (_doorSystem.TryOpen(dockAUid, doorA))
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{
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doorA.ChangeAirtight = false;
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if (TryComp<DoorBoltComponent>(dockAUid, out var airlockA))
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{
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_bolts.SetBoltsWithAudio(dockAUid, airlockA, true);
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}
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}
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}
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if (TryComp(dockBUid, out DoorComponent? doorB))
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{
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if (_doorSystem.TryOpen(dockBUid, doorB))
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{
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doorB.ChangeAirtight = false;
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if (TryComp<DoorBoltComponent>(dockBUid, out var airlockB))
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{
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_bolts.SetBoltsWithAudio(dockBUid, airlockB, true);
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}
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}
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}
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if (_pathfinding.TryCreatePortal(dockAXform.Coordinates, dockBXform.Coordinates, out var handle))
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{
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dockA.PathfindHandle = handle;
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dockB.PathfindHandle = handle;
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}
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var msg = new DockEvent
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{
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DockA = dockA,
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DockB = dockB,
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GridAUid = gridA,
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GridBUid = gridB,
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};
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RaiseLocalEvent(dockAUid, msg);
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RaiseLocalEvent(dockBUid, msg);
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RaiseLocalEvent(msg);
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}
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private bool CanDock(EntityUid dockAUid, EntityUid dockBUid, DockingComponent dockA, DockingComponent dockB)
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{
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if (!dockA.Enabled ||
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!dockB.Enabled ||
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dockA.DockedWith != null ||
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dockB.DockedWith != null)
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{
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return false;
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}
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var fixtureA = _fixtureSystem.GetFixtureOrNull(dockAUid, DockingFixture);
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var fixtureB = _fixtureSystem.GetFixtureOrNull(dockBUid, DockingFixture);
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if (fixtureA == null || fixtureB == null)
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{
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return false;
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}
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var transformA = _physics.GetPhysicsTransform(dockAUid);
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var transformB = _physics.GetPhysicsTransform(dockBUid);
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var intersect = false;
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for (var i = 0; i < fixtureA.Shape.ChildCount; i++)
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{
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var aabb = fixtureA.Shape.ComputeAABB(transformA, i);
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for (var j = 0; j < fixtureB.Shape.ChildCount; j++)
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{
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var otherAABB = fixtureB.Shape.ComputeAABB(transformB, j);
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if (!aabb.Intersects(otherAABB))
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continue;
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// TODO: Need collisionmanager's GJK for accurate checks don't @ me son
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intersect = true;
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break;
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}
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if (intersect)
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break;
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}
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return intersect;
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}
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/// <summary>
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/// Attempts to dock 2 ports together and will return early if it's not possible.
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/// </summary>
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private void TryDock(EntityUid dockAUid, DockingComponent dockA, Entity<DockingComponent> dockB)
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{
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if (!CanDock(dockAUid, dockB, dockA, dockB))
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return;
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Dock(dockAUid, dockA, dockB, dockB);
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}
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public void Undock(EntityUid dockUid, DockingComponent dock)
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{
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if (dock.DockedWith == null)
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return;
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OnUndock(dockUid, dock.DockedWith.Value);
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OnUndock(dock.DockedWith.Value, dockUid);
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Cleanup(dockUid, dock);
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}
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private void OnUndock(EntityUid dockUid, EntityUid other)
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{
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if (TerminatingOrDeleted(dockUid))
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return;
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if (TryComp<DoorBoltComponent>(dockUid, out var airlock))
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_bolts.SetBoltsWithAudio(dockUid, airlock, false);
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if (TryComp(dockUid, out DoorComponent? door) && _doorSystem.TryClose(dockUid, door))
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door.ChangeAirtight = true;
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var recentlyDocked = EnsureComp<RecentlyDockedComponent>(dockUid);
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recentlyDocked.LastDocked = other;
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}
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}
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}
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