* Pulling: Migrate critical pull state from PullController to SharedPullableComponent, fixing two bugs in the process Bug 1: PullController can be just summoned for no reason when the verb is queried Bug 2: PullController keeps it's own independent pull state which can (and will) go out of sync (See https://github.com/space-wizards/space-station-14/issues/2619 ) * Pulling: Fix issues with previous commit (or possibly in general?) causing transferring a pull to cause alerts to go wrong The primary problem is that there is one "pulling slot" for a puller, so SharedPullableComponent needs to stop the existing pull. * Pulling: Remove debug logs (whoops)
195 lines
6.1 KiB
C#
195 lines
6.1 KiB
C#
#nullable enable
|
|
using System;
|
|
using System.Linq;
|
|
using Robust.Shared.Containers;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.GameObjects.Components;
|
|
using Robust.Shared.Interfaces.GameObjects;
|
|
using Robust.Shared.Interfaces.Physics;
|
|
using Robust.Shared.IoC;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Maths;
|
|
using Robust.Shared.Physics;
|
|
using Robust.Shared.Utility;
|
|
using Content.Shared.GameObjects.Components.Pulling;
|
|
using static Content.Shared.GameObjects.EntitySystems.SharedInteractionSystem;
|
|
|
|
namespace Content.Shared.Physics.Pull
|
|
{
|
|
/// <summary>
|
|
/// This is applied upon a Pullable object when that object is being pulled.
|
|
/// It lives only to serve that Pullable object.
|
|
/// </summary>
|
|
public class PullController : VirtualController
|
|
{
|
|
[Dependency] private readonly IEntityManager _entityManager = default!;
|
|
[Dependency] private readonly IPhysicsManager _physicsManager = default!;
|
|
|
|
private const float DistBeforeStopPull = InteractionRange;
|
|
|
|
private const float StopMoveThreshold = 0.25f;
|
|
|
|
/// <summary>
|
|
/// The managing SharedPullableComponent of this PullController.
|
|
/// MUST BE SET! If you go attaching PullControllers yourself, YOU ARE DOING IT WRONG.
|
|
/// If you get a crash based on such, then, well, see previous note.
|
|
/// This is set by the SharedPullableComponent attaching the PullController.
|
|
/// </summary>
|
|
public SharedPullableComponent Manager = default!;
|
|
|
|
private EntityCoordinates? _movingTo;
|
|
|
|
public EntityCoordinates? MovingTo
|
|
{
|
|
get => _movingTo;
|
|
set
|
|
{
|
|
if (_movingTo == value || ControlledComponent == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
_movingTo = value;
|
|
ControlledComponent.WakeBody();
|
|
}
|
|
}
|
|
|
|
private bool PullerMovingTowardsPulled()
|
|
{
|
|
var _puller = Manager.PullerPhysics;
|
|
if (_puller == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (ControlledComponent == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (_puller.LinearVelocity.EqualsApprox(Vector2.Zero))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
var pullerTransform = _puller.Owner.Transform;
|
|
var origin = pullerTransform.Coordinates.Position;
|
|
var velocity = _puller.LinearVelocity.Normalized;
|
|
var mapId = pullerTransform.MapPosition.MapId;
|
|
var ray = new CollisionRay(origin, velocity, (int) CollisionGroup.AllMask);
|
|
bool Predicate(IEntity e) => e != ControlledComponent.Owner;
|
|
var rayResults =
|
|
_physicsManager.IntersectRayWithPredicate(mapId, ray, DistBeforeStopPull, Predicate);
|
|
|
|
return rayResults.Any();
|
|
}
|
|
|
|
public bool TryMoveTo(EntityCoordinates from, EntityCoordinates to)
|
|
{
|
|
var _puller = Manager.PullerPhysics;
|
|
if (_puller == null || ControlledComponent == null)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!_puller.Owner.Transform.Coordinates.InRange(_entityManager, from, InteractionRange))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!_puller.Owner.Transform.Coordinates.InRange(_entityManager, to, InteractionRange))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!from.InRange(_entityManager, to, InteractionRange))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (from.Position.EqualsApprox(to.Position))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!_puller.Owner.Transform.Coordinates.TryDistance(_entityManager, to, out var distance) ||
|
|
Math.Sqrt(distance) > DistBeforeStopPull ||
|
|
Math.Sqrt(distance) < StopMoveThreshold)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
MovingTo = to;
|
|
return true;
|
|
}
|
|
|
|
public override void UpdateBeforeProcessing()
|
|
{
|
|
var _puller = Manager.PullerPhysics;
|
|
if (_puller == null || ControlledComponent == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
if (!_puller.Owner.IsInSameOrNoContainer(ControlledComponent.Owner))
|
|
{
|
|
Manager.Puller = null;
|
|
return;
|
|
}
|
|
|
|
var distance = _puller.Owner.Transform.WorldPosition - ControlledComponent.Owner.Transform.WorldPosition;
|
|
|
|
if (distance.Length > DistBeforeStopPull)
|
|
{
|
|
Manager.Puller = null;
|
|
}
|
|
else if (MovingTo.HasValue)
|
|
{
|
|
var diff = MovingTo.Value.Position - ControlledComponent.Owner.Transform.Coordinates.Position;
|
|
LinearVelocity = diff.Normalized * 5;
|
|
}
|
|
else
|
|
{
|
|
if (PullerMovingTowardsPulled())
|
|
{
|
|
LinearVelocity = Vector2.Zero;
|
|
return;
|
|
}
|
|
|
|
var distanceAbs = Vector2.Abs(distance);
|
|
var totalAabb = _puller.AABB.Size + ControlledComponent.AABB.Size / 2;
|
|
if (distanceAbs.X < totalAabb.X && distanceAbs.Y < totalAabb.Y)
|
|
{
|
|
LinearVelocity = Vector2.Zero;
|
|
return;
|
|
}
|
|
|
|
LinearVelocity = distance.Normalized * _puller.LinearVelocity.Length * 1.5f;
|
|
}
|
|
}
|
|
|
|
public override void UpdateAfterProcessing()
|
|
{
|
|
base.UpdateAfterProcessing();
|
|
|
|
if (ControlledComponent == null)
|
|
{
|
|
MovingTo = null;
|
|
return;
|
|
}
|
|
|
|
if (MovingTo != null &&
|
|
ControlledComponent.Owner.Transform.Coordinates.Position.EqualsApprox(MovingTo.Value.Position, 0.01))
|
|
{
|
|
MovingTo = null;
|
|
}
|
|
|
|
if (LinearVelocity != Vector2.Zero)
|
|
{
|
|
var angle = LinearVelocity.ToAngle();
|
|
ControlledComponent.Owner.Transform.LocalRotation = angle;
|
|
}
|
|
}
|
|
}
|
|
}
|