* AvoidCollision if collided entity is the one that the character is buckled to * Attempt to PreventCollision after the player is unbuckled but still colliding with StrapComponent * Moved PreventCollide to the Shared script. * Add WakeBody to keep updating the physics collision while being on a collidable strap component. * Addressed some of metalgearsloth's suggestions: - Made EntityBuckledTo,IsOnStrapEntityThisFrame and DontCollide not virtual -Made EntityBuckledTo nullable -Don't call update on Paused BuckleComponents -Removed EntityBuckledTo variable declaration in BuckleComponent because it's not needed anymore -Call TryUnbuckle if (!IsOnStrapEntityThisFrame && DontCollide) to set BuckledTo entity to null. * Formatting Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Formatting Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Formatting again :P Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Formatting Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Formatting Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> * Renamed variable EntityBuckledTo to LastEntityBuckledTo * As per DrSmugLeaf suggestion: Added [ComponentDependency] to the Body variable. Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
113 lines
3.3 KiB
C#
113 lines
3.3 KiB
C#
#nullable enable
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using Content.Server.GameObjects.Components.Buckle;
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using Content.Server.GameObjects.Components.Strap;
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using Content.Server.GameObjects.EntitySystems.Click;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects.EntitySystemMessages;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects.Components.Transform;
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using Robust.Shared.GameObjects.Systems;
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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internal sealed class BuckleSystem : EntitySystem
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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(InteractionSystem));
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UpdatesAfter.Add(typeof(InputSystem));
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SubscribeLocalEvent<MoveEvent>(MoveEvent);
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SubscribeLocalEvent<EntInsertedIntoContainerMessage>(ContainerModified);
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SubscribeLocalEvent<EntRemovedFromContainerMessage>(ContainerModified);
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}
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public override void Update(float frameTime)
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{
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foreach (var comp in ComponentManager.EntityQuery<BuckleComponent>(false))
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{
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comp.Update();
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}
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}
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public override void Shutdown()
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{
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base.Shutdown();
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UnsubscribeLocalEvent<MoveEvent>();
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}
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private void MoveEvent(MoveEvent ev)
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{
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if (!ev.Sender.TryGetComponent(out BuckleComponent? buckle))
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{
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return;
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}
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var strap = buckle.BuckledTo;
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if (strap == null)
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{
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return;
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}
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var strapPosition = strap.Owner.Transform.Coordinates.Offset(buckle.BuckleOffset);
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if (ev.NewPosition.InRange(EntityManager, strapPosition, 0.2f))
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{
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return;
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}
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buckle.TryUnbuckle(buckle.Owner, true);
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}
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private void ContainerModified(ContainerModifiedMessage message)
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{
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// Not returning is necessary in case an entity has both a buckle and strap component
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if (message.Entity.TryGetComponent(out BuckleComponent? buckle))
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{
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ContainerModifiedReAttach(buckle, buckle.BuckledTo);
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}
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if (message.Entity.TryGetComponent(out StrapComponent? strap))
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{
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foreach (var buckledEntity in strap.BuckledEntities)
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{
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if (!buckledEntity.TryGetComponent(out BuckleComponent? buckled))
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{
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continue;
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}
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ContainerModifiedReAttach(buckled, strap);
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}
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}
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}
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private void ContainerModifiedReAttach(BuckleComponent buckle, StrapComponent? strap)
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{
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if (strap == null)
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{
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return;
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}
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var contained = buckle.Owner.TryGetContainer(out var ownContainer);
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var strapContained = strap.Owner.TryGetContainer(out var strapContainer);
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if (contained != strapContained || ownContainer != strapContainer)
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{
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buckle.TryUnbuckle(buckle.Owner, true);
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return;
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}
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if (!contained)
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{
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buckle.ReAttach(strap);
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}
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}
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}
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}
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