* 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.
28 lines
949 B
C#
28 lines
949 B
C#
using Content.Shared.ActionBlocker;
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using Content.Shared.Movement.EntitySystems;
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using Content.Shared.Pulling.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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namespace Content.Shared.Pulling.Systems
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{
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public class SharedPullableSystem : EntitySystem
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{
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[Dependency] private readonly ActionBlockerSystem _blocker = default!;
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[Dependency] private readonly SharedPullingSystem _pullSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SharedPullableComponent, RelayMoveInputEvent>(OnRelayMoveInput);
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}
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private void OnRelayMoveInput(EntityUid uid, SharedPullableComponent component, RelayMoveInputEvent args)
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{
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var entity = args.Session.AttachedEntity;
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if (entity == null || !_blocker.CanMove(entity)) return;
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_pullSystem.TryStopPull(component);
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}
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}
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}
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