* Content side new physics structure * BroadPhase outline done * But we need to fix WorldAABB * Fix static pvs AABB * Fix import * Rando fixes * B is for balloon * Change human mob hitbox to circle * Decent movement * Start adding friction to player controller I think it's the best way to go about it to keep other objects somewhat consistent for physics. * This baby can fit so many physics bugs in it. * Slight mob mover optimisations. * Player mover kinda works okay. * Beginnings of testbed * More testbed * Circlestack bed * Namespaces * BB fixes * Pull WorldAABB * Joint pulling * Semi-decent movement I guess. * Pulling better * Bullet controller + old movement * im too dumb for this shit * Use kinematic mob controller again It's probably for the best TBH * Stashed shitcode * Remove SlipController * In which movement code is entirely refactored * Singularity fix * Fix ApplyLinearImpulse * MoveRelay fix * Fix door collisions * Disable subfloor collisions Saves on broadphase a fair bit * Re-implement ClimbController * Zumzum's pressure * Laggy item throwing * Minor atmos change * Some caching * Optimise controllers * Optimise CollideWith to hell and back * Re-do throwing and tile friction * Landing too * Optimise controllers * Move CCVars and other stuff swept is beautiful * Cleanup a bunch of controllers * Fix shooting and high pressure movement controller * Flashing improvements * Stuff and things * Combat collisions * Combat mode collisions * Pulling distance joint again * Cleanup physics interfaces * More like scuffedularity * Shit's fucked * Haha tests go green * Bigmoneycrab * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
64 lines
2.2 KiB
C#
64 lines
2.2 KiB
C#
#nullable enable
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using Content.Shared.GameObjects.Components.Items;
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using Content.Shared.GameObjects.Components.Pulling;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Verbs;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Physics;
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namespace Content.Server.GameObjects.Components.Pulling
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedPullableComponent))]
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public class PullableComponent : SharedPullableComponent
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{
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[Verb]
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public class PullingVerb : Verb<PullableComponent>
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{
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protected override void GetData(IEntity user, PullableComponent component, VerbData data)
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{
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data.Visibility = VerbVisibility.Invisible;
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if (user == component.Owner)
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{
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return;
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}
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if (!user.Transform.Coordinates.TryDistance(user.EntityManager, component.Owner.Transform.Coordinates, out var distance) ||
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distance > SharedInteractionSystem.InteractionRange)
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{
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return;
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}
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if (!user.HasComponent<ISharedHandsComponent>() ||
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!user.TryGetComponent(out IPhysBody? userPhysics) ||
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!component.Owner.TryGetComponent(out IPhysBody? targetPhysics) ||
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targetPhysics.BodyType == BodyType.Static)
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{
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return;
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}
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data.Visibility = VerbVisibility.Visible;
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data.Text = component.Puller == userPhysics.Entity
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? Loc.GetString("Stop pulling")
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: Loc.GetString("Pull");
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}
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protected override void Activate(IEntity user, PullableComponent component)
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{
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// There used to be sanity checks here for no reason.
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// Why no reason? Because they're supposed to be performed in TryStartPull.
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if (component.Puller == user)
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{
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component.TryStopPull();
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}
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else
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{
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component.TryStartPull(user);
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}
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}
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}
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}
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}
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