* 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>
142 lines
5.0 KiB
C#
142 lines
5.0 KiB
C#
#nullable enable
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using System.Diagnostics.CodeAnalysis;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Interactable;
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using Content.Server.GameObjects.Components.Pulling;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components.Interactable;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components
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{
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[RegisterComponent]
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public class AnchorableComponent : Component, IInteractUsing
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{
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public override string Name => "Anchorable";
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[ViewVariables]
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[DataField("tool")]
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public ToolQuality Tool { get; private set; } = ToolQuality.Anchoring;
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[ViewVariables]
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int IInteractUsing.Priority => 1;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("snap")]
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public bool Snap { get; private set; }
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/// <summary>
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/// Checks if a tool can change the anchored status.
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/// </summary>
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/// <param name="user">The user doing the action</param>
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/// <param name="utilizing">The tool being used, can be null if forcing it</param>
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/// <param name="force">Whether or not to check if the tool is valid</param>
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/// <returns>true if it is valid, false otherwise</returns>
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private async Task<bool> Valid(IEntity user, IEntity? utilizing, [NotNullWhen(true)] bool force = false)
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{
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if (!Owner.HasComponent<IPhysBody>())
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{
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return false;
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}
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if (!force)
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{
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if (utilizing == null ||
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!utilizing.TryGetComponent(out ToolComponent? tool) ||
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!(await tool.UseTool(user, Owner, 0.5f, Tool)))
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{
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return false;
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}
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}
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return true;
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}
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/// <summary>
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/// Tries to anchor the owner of this component.
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/// </summary>
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/// <param name="user">The entity doing the anchoring</param>
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/// <param name="utilizing">The tool being used, if any</param>
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/// <param name="force">Whether or not to ignore valid tool checks</param>
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/// <returns>true if anchored, false otherwise</returns>
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public async Task<bool> TryAnchor(IEntity user, IEntity? utilizing = null, bool force = false)
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{
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if (!(await Valid(user, utilizing, force)))
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{
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return false;
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}
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var physics = Owner.GetComponent<IPhysBody>();
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physics.BodyType = BodyType.Static;
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if (Owner.TryGetComponent(out PullableComponent? pullableComponent))
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{
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if (pullableComponent.Puller != null)
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{
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pullableComponent.TryStopPull();
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}
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}
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if (Snap)
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Owner.SnapToGrid(SnapGridOffset.Center, Owner.EntityManager);
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return true;
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}
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/// <summary>
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/// Tries to unanchor the owner of this component.
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/// </summary>
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/// <param name="user">The entity doing the unanchoring</param>
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/// <param name="utilizing">The tool being used, if any</param>
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/// <param name="force">Whether or not to ignore valid tool checks</param>
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/// <returns>true if unanchored, false otherwise</returns>
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public async Task<bool> TryUnAnchor(IEntity user, IEntity? utilizing = null, bool force = false)
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{
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if (!(await Valid(user, utilizing, force)))
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{
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return false;
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}
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var physics = Owner.GetComponent<IPhysBody>();
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physics.BodyType = BodyType.Dynamic;
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return true;
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}
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/// <summary>
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/// Tries to toggle the anchored status of this component's owner.
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/// </summary>
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/// <param name="user">The entity doing the unanchoring</param>
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/// <param name="utilizing">The tool being used, if any</param>
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/// <param name="force">Whether or not to ignore valid tool checks</param>
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/// <returns>true if toggled, false otherwise</returns>
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private async Task<bool> TryToggleAnchor(IEntity user, IEntity? utilizing = null, bool force = false)
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{
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if (!Owner.TryGetComponent(out IPhysBody? physics))
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{
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return false;
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}
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return physics.BodyType == BodyType.Static ?
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await TryUnAnchor(user, utilizing, force) :
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await TryAnchor(user, utilizing, force);
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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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Owner.EnsureComponent<PhysicsComponent>();
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}
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async Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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return await TryToggleAnchor(eventArgs.User, eventArgs.Using);
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}
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}
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}
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