Files
tbd-station-14/Content.Shared/Pulling/Systems/SharedPullingStateManagementSystem.cs
ScalyChimp 3c9328ff99 Adds portable flasher (#4523)
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-02-07 02:59:41 +11:00

184 lines
6.7 KiB
C#

using System;
using System.Linq;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using Content.Shared.GameTicking;
using Content.Shared.Input;
using Content.Shared.Physics.Pull;
using Content.Shared.Pulling.Components;
using Content.Shared.Pulling.Events;
using JetBrains.Annotations;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Input.Binding;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Dynamics.Joints;
using Robust.Shared.Players;
using Robust.Shared.Utility;
namespace Content.Shared.Pulling
{
/// <summary>
/// This is the core of pulling state management.
/// Because pulling state is such a mess to get right, all writes to pulling state must go through this class.
/// </summary>
[UsedImplicitly]
public class SharedPullingStateManagementSystem : EntitySystem
{
[Dependency] private readonly SharedJointSystem _jointSystem = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SharedPullableComponent, ComponentShutdown>(OnShutdown);
}
private void OnShutdown(EntityUid uid, SharedPullableComponent component, ComponentShutdown args)
{
if (component.Puller != null)
ForceRelationship(null, component);
}
// A WARNING:
// The following 2 functions are the most internal part of the pulling system's relationship management.
// They do not expect to be cancellable.
private void ForceDisconnect(SharedPullerComponent puller, SharedPullableComponent pullable)
{
var pullerPhysics = EntityManager.GetComponent<PhysicsComponent>(puller.Owner);
var pullablePhysics = EntityManager.GetComponent<PhysicsComponent>(pullable.Owner);
// MovingTo shutdown
ForceSetMovingTo(pullable, null);
// Joint shutdown
if (EntityManager.TryGetComponent<JointComponent?>(puller.Owner, out var jointComp))
{
if (jointComp.GetJoints.Contains(pullable.PullJoint!))
{
_jointSystem.RemoveJoint(pullable.PullJoint!);
}
}
pullable.PullJoint = null;
// State shutdown
puller.Pulling = null;
pullable.Puller = null;
// Messaging
var message = new PullStoppedMessage(pullerPhysics, pullablePhysics);
RaiseLocalEvent(puller.Owner, message, broadcast: false);
if (Initialized(pullable.Owner))
RaiseLocalEvent(pullable.Owner, message);
// Networking
puller.Dirty();
pullable.Dirty();
}
public void ForceRelationship(SharedPullerComponent? puller, SharedPullableComponent? pullable)
{
if (pullable != null && puller != null && (puller.Pulling == pullable.Owner))
{
// Already done
return;
}
// Start by disconnecting the pullable from whatever it is currently connected to.
var pullableOldPullerE = pullable?.Puller;
if (pullableOldPullerE != null)
{
ForceDisconnect(EntityManager.GetComponent<SharedPullerComponent>(pullableOldPullerE.Value), pullable!);
}
// Continue with the puller.
var pullerOldPullableE = puller?.Pulling;
if (pullerOldPullableE != null)
{
ForceDisconnect(puller!, EntityManager.GetComponent<SharedPullableComponent>(pullerOldPullableE.Value));
}
// And now for the actual connection (if any).
if ((puller != null) && (pullable != null))
{
var pullerPhysics = EntityManager.GetComponent<PhysicsComponent>(puller.Owner);
var pullablePhysics = EntityManager.GetComponent<PhysicsComponent>(pullable.Owner);
// State startup
puller.Pulling = pullable.Owner;
pullable.Puller = puller.Owner;
// Joint startup
var union = _physics.GetHardAABB(pullerPhysics).Union(_physics.GetHardAABB(pullablePhysics));
var length = Math.Max(union.Size.X, union.Size.Y) * 0.75f;
pullable.PullJoint = _jointSystem.CreateDistanceJoint(pullablePhysics.Owner, pullerPhysics.Owner, id:$"pull-joint-{pullablePhysics.Owner}");
pullable.PullJoint.CollideConnected = false;
// This maximum has to be there because if the object is constrained too closely, the clamping goes backwards and asserts.
pullable.PullJoint.MaxLength = Math.Max(1.0f, length);
pullable.PullJoint.Length = length * 0.75f;
pullable.PullJoint.MinLength = 0f;
pullable.PullJoint.Stiffness = 1f;
// Messaging
var message = new PullStartedMessage(pullerPhysics, pullablePhysics);
RaiseLocalEvent(puller.Owner, message, broadcast: false);
RaiseLocalEvent(pullable.Owner, message);
// Networking
puller.Dirty();
pullable.Dirty();
}
}
// For OnRemove use only.
public void ForceDisconnectPuller(SharedPullerComponent puller)
{
// DO NOT ADD ADDITIONAL LOGIC IN THIS FUNCTION. Do it in ForceRelationship.
ForceRelationship(puller, null);
}
// For OnRemove use only.
public void ForceDisconnectPullable(SharedPullableComponent pullable)
{
// DO NOT ADD ADDITIONAL LOGIC IN THIS FUNCTION. Do it in ForceRelationship.
ForceRelationship(null, pullable);
}
public void ForceSetMovingTo(SharedPullableComponent pullable, EntityCoordinates? movingTo)
{
if (pullable.MovingTo == movingTo)
{
return;
}
// Don't allow setting a MovingTo if there's no puller.
// The other half of this guarantee (shutting down a MovingTo if the puller goes away) is enforced in ForceRelationship.
if ((pullable.Puller == null) && (movingTo != null))
{
return;
}
pullable.MovingTo = movingTo;
if (movingTo == null)
{
RaiseLocalEvent(pullable.Owner, new PullableStopMovingMessage());
}
else
{
RaiseLocalEvent(pullable.Owner, new PullableMoveMessage());
}
}
}
}