Files
tbd-station-14/Content.Server/GameObjects/Components/Pulling/PullableComponent.cs
metalgearsloth 4d064abcd7 Physics (#3485)
* 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>
2021-03-08 04:09:59 +11:00

64 lines
2.2 KiB
C#

#nullable enable
using Content.Shared.GameObjects.Components.Items;
using Content.Shared.GameObjects.Components.Pulling;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Verbs;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Physics;
namespace Content.Server.GameObjects.Components.Pulling
{
[RegisterComponent]
[ComponentReference(typeof(SharedPullableComponent))]
public class PullableComponent : SharedPullableComponent
{
[Verb]
public class PullingVerb : Verb<PullableComponent>
{
protected override void GetData(IEntity user, PullableComponent component, VerbData data)
{
data.Visibility = VerbVisibility.Invisible;
if (user == component.Owner)
{
return;
}
if (!user.Transform.Coordinates.TryDistance(user.EntityManager, component.Owner.Transform.Coordinates, out var distance) ||
distance > SharedInteractionSystem.InteractionRange)
{
return;
}
if (!user.HasComponent<ISharedHandsComponent>() ||
!user.TryGetComponent(out IPhysBody? userPhysics) ||
!component.Owner.TryGetComponent(out IPhysBody? targetPhysics) ||
targetPhysics.BodyType == BodyType.Static)
{
return;
}
data.Visibility = VerbVisibility.Visible;
data.Text = component.Puller == userPhysics.Entity
? Loc.GetString("Stop pulling")
: Loc.GetString("Pull");
}
protected override void Activate(IEntity user, PullableComponent component)
{
// There used to be sanity checks here for no reason.
// Why no reason? Because they're supposed to be performed in TryStartPull.
if (component.Puller == user)
{
component.TryStopPull();
}
else
{
component.TryStartPull(user);
}
}
}
}
}