Files
tbd-station-14/Content.Server/GameObjects/Components/Portal/PortalComponent.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

167 lines
5.8 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Portal;
using Content.Shared.GameObjects.Components.Tag;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Portal
{
[RegisterComponent]
public class PortalComponent : SharedPortalComponent, IStartCollide
{
// Potential improvements: Different sounds,
// Add Gateways
// More efficient form of GetEntitiesIntersecting,
// Put portal above most other things layer-wise
// Add telefragging (get entities on connecting portal and force brute damage)
private IEntity? _connectingTeleporter;
private PortalState _state = PortalState.Pending;
[ViewVariables(VVAccess.ReadWrite)] [DataField("individual_cooldown")] private float _individualPortalCooldown = 2.1f;
[ViewVariables] [DataField("overall_cooldown")] private float _overallPortalCooldown = 2.0f;
[ViewVariables] private bool _onCooldown;
[ViewVariables] [DataField("departure_sound")] private string _departureSound = "/Audio/Effects/teleport_departure.ogg";
[ViewVariables] [DataField("arrival_sound")] private string _arrivalSound = "/Audio/Effects/teleport_arrival.ogg";
public readonly List<IEntity> ImmuneEntities = new(); // K
[ViewVariables(VVAccess.ReadWrite)] [DataField("alive_time")] private float _aliveTime = 10f;
public override void OnAdd()
{
// This will blow up an entity it's attached to
base.OnAdd();
_state = PortalState.Pending;
if (_aliveTime > 0)
{
Owner.SpawnTimer(TimeSpan.FromSeconds(_aliveTime), () => Owner.Delete());
}
}
public bool CanBeConnected()
{
return _connectingTeleporter == null;
}
public void TryConnectPortal(IEntity otherPortal)
{
if (otherPortal.TryGetComponent<PortalComponent>(out var connectedPortal) && connectedPortal.CanBeConnected())
{
_connectingTeleporter = otherPortal;
connectedPortal._connectingTeleporter = Owner;
TryChangeState(PortalState.Pending);
}
}
public void TryChangeState(PortalState targetState)
{
if (Deleted)
{
return;
}
_state = targetState;
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(PortalVisuals.State, _state);
}
}
private void ReleaseCooldown(IEntity entity)
{
if (Deleted)
{
return;
}
if (ImmuneEntities.Contains(entity))
{
ImmuneEntities.Remove(entity);
}
if (_connectingTeleporter != null &&
_connectingTeleporter.TryGetComponent<PortalComponent>(out var otherPortal))
{
otherPortal.ImmuneEntities.Remove(entity);
}
}
private bool IsEntityPortable(IEntity entity)
{
// TODO: Check if it's slotted etc. Otherwise the slot item itself gets ported.
return !ImmuneEntities.Contains(entity) &&
entity.HasTag("Teleportable");
}
public void StartCooldown()
{
if (_overallPortalCooldown <= 0 || _onCooldown)
{
// Just in case?
_onCooldown = false;
return;
}
_onCooldown = true;
TryChangeState(PortalState.RecentlyTeleported);
if (_connectingTeleporter == null ||
!_connectingTeleporter.TryGetComponent<PortalComponent>(out var otherPortal))
{
return;
}
otherPortal.TryChangeState(PortalState.RecentlyTeleported);
Owner.SpawnTimer(TimeSpan.FromSeconds(_overallPortalCooldown), () =>
{
_onCooldown = false;
TryChangeState(PortalState.Pending);
otherPortal.TryChangeState(PortalState.Pending);
});
}
public void TryPortalEntity(IEntity entity)
{
if (ImmuneEntities.Contains(entity) ||
_connectingTeleporter == null ||
!IsEntityPortable(entity))
{
return;
}
var position = _connectingTeleporter.Transform.Coordinates;
var soundPlayer = EntitySystem.Get<AudioSystem>();
// Departure
// Do we need to rate-limit sounds to stop ear BLAST?
soundPlayer.PlayAtCoords(_departureSound, entity.Transform.Coordinates);
entity.Transform.Coordinates = position;
soundPlayer.PlayAtCoords(_arrivalSound, entity.Transform.Coordinates);
TryChangeState(PortalState.RecentlyTeleported);
// To stop spam teleporting. Could potentially look at adding a timer to flush this from the portal
ImmuneEntities.Add(entity);
_connectingTeleporter.GetComponent<PortalComponent>().ImmuneEntities.Add(entity);
Owner.SpawnTimer(TimeSpan.FromSeconds(_individualPortalCooldown), () => ReleaseCooldown(entity));
StartCooldown();
}
void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
{
if (_onCooldown == false)
{
TryPortalEntity(otherBody.Entity);
}
}
}
}