* Migrate lots of pulling logic out of the components and clean it up * It's buggy, but move more code out of the pullable component * Pulling system now throws less errors than it did before the refactor * Finally finish the big parts of refactoring pullability * Pulling: Handle disconnect properly if the pull joint has been removed by physics shutdown * Port2b68449328to this branch * Changes as per PR reviews * Porte801ffac45(SharedJointSystem) and fix issues encountered during testing SharedJointSystem. Also, MinLength and Stiffness appear to have suddenly gained enough meaning that pulling is broken unless they're set.
51 lines
1.4 KiB
C#
51 lines
1.4 KiB
C#
using Content.Shared.Input;
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using Content.Shared.Pulling;
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using Content.Shared.Pulling.Components;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Players;
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namespace Content.Server.Pulling
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{
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[UsedImplicitly]
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public class PullingSystem : SharedPullingSystem
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{
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public override void Initialize()
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{
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base.Initialize();
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UpdatesAfter.Add(typeof(PhysicsSystem));
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SubscribeLocalEvent<PullableComponent, PullableMoveMessage>(OnPullableMove);
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SubscribeLocalEvent<PullableComponent, PullableStopMovingMessage>(OnPullableStopMove);
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.ReleasePulledObject, InputCmdHandler.FromDelegate(HandleReleasePulledObject))
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.Register<PullingSystem>();
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}
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private void HandleReleasePulledObject(ICommonSession? session)
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{
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var player = session?.AttachedEntity;
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if (player == null)
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{
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return;
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}
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if (!TryGetPulled(player, out var pulled))
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{
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return;
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}
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if (!pulled.TryGetComponent(out SharedPullableComponent? pullable))
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{
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return;
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}
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TryStopPull(pullable);
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}
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}
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}
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