Files
tbd-station-14/Content.Shared/GameObjects/Components/Doors/SharedDoorComponent.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

179 lines
5.4 KiB
C#

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