* 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>
179 lines
5.4 KiB
C#
179 lines
5.4 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Doors
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{
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public abstract class SharedDoorComponent : Component, ICollideSpecial
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{
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public override string Name => "Door";
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public override uint? NetID => ContentNetIDs.DOOR;
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[ComponentDependency]
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protected readonly SharedAppearanceComponent? AppearanceComponent = null;
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[ComponentDependency]
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protected readonly IPhysBody? PhysicsComponent = null;
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[ViewVariables]
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private DoorState _state = DoorState.Closed;
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/// <summary>
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/// The current state of the door -- whether it is open, closed, opening, or closing.
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/// </summary>
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public virtual DoorState State
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{
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get => _state;
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protected set
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{
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if (_state == value)
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{
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return;
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}
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_state = value;
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SetAppearance(State switch
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{
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DoorState.Open => DoorVisualState.Open,
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DoorState.Closed => DoorVisualState.Closed,
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DoorState.Opening => DoorVisualState.Opening,
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DoorState.Closing => DoorVisualState.Closing,
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_ => throw new ArgumentOutOfRangeException(),
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});
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}
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}
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/// <summary>
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/// Closing time until impassable.
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/// </summary>
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[DataField("closeTimeOne")]
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protected TimeSpan CloseTimeOne = TimeSpan.FromSeconds(0.4f);
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/// <summary>
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/// Closing time until fully closed.
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/// </summary>
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[DataField("closeTimeTwo")]
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protected TimeSpan CloseTimeTwo = TimeSpan.FromSeconds(0.2f);
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/// <summary>
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/// Opening time until passable.
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/// </summary>
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[DataField("openTimeOne")]
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protected TimeSpan OpenTimeOne = TimeSpan.FromSeconds(0.4f);
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/// <summary>
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/// Opening time until fully open.
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/// </summary>
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[DataField("openTimeTwo")]
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protected TimeSpan OpenTimeTwo = TimeSpan.FromSeconds(0.2f);
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/// <summary>
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/// Time to finish denying.
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/// </summary>
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protected static TimeSpan DenyTime => TimeSpan.FromSeconds(0.45f);
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/// <summary>
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/// Used by ServerDoorComponent to get the CurTime for the client to use to know when to open, and by ClientDoorComponent to know the CurTime to correctly open.
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/// </summary>
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[Dependency] protected IGameTiming GameTiming = default!;
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/// <summary>
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/// The time the door began to open or close, if the door is opening or closing, or null if it is neither.
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/// </summary>
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protected TimeSpan? StateChangeStartTime = null;
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/// <summary>
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/// List of EntityUids of entities we're currently crushing. Cleared in OnPartialOpen().
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/// </summary>
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protected List<EntityUid> CurrentlyCrushing = new();
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protected void SetAppearance(DoorVisualState state)
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{
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AppearanceComponent?.SetData(DoorVisuals.VisualState, state);
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}
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// stops us colliding with people we're crushing, to prevent hitbox clipping and jank
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public bool PreventCollide(IPhysBody collidedwith)
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{
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return CurrentlyCrushing.Contains(collidedwith.Entity.Uid);
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}
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/// <summary>
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/// Called when the door is partially opened.
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/// </summary>
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protected virtual void OnPartialOpen()
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{
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if (PhysicsComponent != null)
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{
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PhysicsComponent.CanCollide = false;
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}
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// we can't be crushing anyone anymore, since we're opening
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CurrentlyCrushing.Clear();
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}
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/// <summary>
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/// Called when the door is partially closed.
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/// </summary>
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protected virtual void OnPartialClose()
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{
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if (PhysicsComponent != null)
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{
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PhysicsComponent.CanCollide = true;
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}
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}
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[Serializable, NetSerializable]
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public enum DoorState
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{
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Open,
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Closed,
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Opening,
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Closing,
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}
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}
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[Serializable, NetSerializable]
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public enum DoorVisualState
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{
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Open,
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Closed,
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Opening,
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Closing,
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Deny,
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Welded
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}
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[Serializable, NetSerializable]
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public enum DoorVisuals
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{
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VisualState,
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Powered,
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BoltLights
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}
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[Serializable, NetSerializable]
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public class DoorComponentState : ComponentState
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{
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public readonly SharedDoorComponent.DoorState DoorState;
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public readonly TimeSpan? StartTime;
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public readonly List<EntityUid> CurrentlyCrushing;
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public readonly TimeSpan CurTime;
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public DoorComponentState(SharedDoorComponent.DoorState doorState, TimeSpan? startTime, List<EntityUid> currentlyCrushing, TimeSpan curTime) : base(ContentNetIDs.DOOR)
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{
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DoorState = doorState;
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StartTime = startTime;
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CurrentlyCrushing = currentlyCrushing;
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CurTime = curTime;
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}
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}
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}
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