* 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>
263 lines
9.8 KiB
C#
263 lines
9.8 KiB
C#
using System;
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using Content.Server.GameObjects.EntitySystems.DoAfter;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Body.Part;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Content.Shared.GameObjects.Verbs;
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using Content.Shared.Interfaces;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Utility;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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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.Movement
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{
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[RegisterComponent]
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[ComponentReference(typeof(IClimbable))]
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public class ClimbableComponent : SharedClimbableComponent
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{
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/// <summary>
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/// The time it takes to climb onto the entity.
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/// </summary>
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[ViewVariables]
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[DataField("delay")]
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private float _climbDelay = 0.8f;
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public override void Initialize()
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{
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base.Initialize();
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if (!Owner.EnsureComponent(out PhysicsComponent _))
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{
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Logger.Warning($"Entity {Owner.Name} at {Owner.Transform.MapPosition} didn't have a {nameof(PhysicsComponent)}");
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}
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}
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public override bool CanDragDropOn(DragDropEventArgs eventArgs)
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{
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if (!base.CanDragDropOn(eventArgs))
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return false;
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string reason;
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bool canVault;
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if (eventArgs.User == eventArgs.Dragged)
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canVault = CanVault(eventArgs.User, eventArgs.Target, out reason);
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else
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canVault = CanVault(eventArgs.User, eventArgs.Dragged, eventArgs.Target, out reason);
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if (!canVault)
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eventArgs.User.PopupMessage(reason);
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return canVault;
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}
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/// <summary>
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/// Checks if the user can vault the target
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/// </summary>
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/// <param name="user">The entity that wants to vault</param>
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/// <param name="target">The object that is being vaulted</param>
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/// <param name="reason">The reason why it cant be dropped</param>
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/// <returns></returns>
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private bool CanVault(IEntity user, IEntity target, out string reason)
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{
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if (!ActionBlockerSystem.CanInteract(user))
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{
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reason = Loc.GetString("You can't do that!");
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return false;
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}
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if (!user.HasComponent<ClimbingComponent>() ||
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!user.TryGetComponent(out IBody body))
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{
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reason = Loc.GetString("You are incapable of climbing!");
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return false;
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}
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if (body.GetPartsOfType(BodyPartType.Leg).Count == 0 ||
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body.GetPartsOfType(BodyPartType.Foot).Count == 0)
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{
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reason = Loc.GetString("You are unable to climb!");
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return false;
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}
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if (!user.InRangeUnobstructed(target, Range))
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{
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reason = Loc.GetString("You can't reach there!");
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return false;
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}
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reason = string.Empty;
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return true;
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}
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/// <summary>
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/// Checks if the user can vault the dragged entity onto the the target
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/// </summary>
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/// <param name="user">The user that wants to vault the entity</param>
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/// <param name="dragged">The entity that is being vaulted</param>
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/// <param name="target">The object that is being vaulted onto</param>
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/// <param name="reason">The reason why it cant be dropped</param>
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/// <returns></returns>
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private bool CanVault(IEntity user, IEntity dragged, IEntity target, out string reason)
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{
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if (!ActionBlockerSystem.CanInteract(user))
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{
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reason = Loc.GetString("You can't do that!");
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return false;
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}
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if (target == null || !dragged.HasComponent<ClimbingComponent>())
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{
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reason = Loc.GetString("You can't do that!");
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return false;
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}
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bool Ignored(IEntity entity) => entity == target || entity == user || entity == dragged;
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if (!user.InRangeUnobstructed(target, Range, predicate: Ignored) ||
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!user.InRangeUnobstructed(dragged, Range, predicate: Ignored))
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{
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reason = Loc.GetString("You can't reach there!");
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return false;
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}
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reason = string.Empty;
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return true;
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}
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public override bool DragDropOn(DragDropEventArgs eventArgs)
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{
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if (eventArgs.User == eventArgs.Dragged)
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{
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TryClimb(eventArgs.User);
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}
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else
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{
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TryMoveEntity(eventArgs.User, eventArgs.Dragged);
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}
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return true;
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}
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private async void TryMoveEntity(IEntity user, IEntity entityToMove)
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{
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var doAfterEventArgs = new DoAfterEventArgs(user, _climbDelay, default, entityToMove)
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{
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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BreakOnDamage = true,
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BreakOnStun = true
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};
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var result = await EntitySystem.Get<DoAfterSystem>().DoAfter(doAfterEventArgs);
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if (result != DoAfterStatus.Cancelled && entityToMove.TryGetComponent(out PhysicsComponent body) && body.Fixtures.Count >= 1)
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{
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var entityPos = entityToMove.Transform.WorldPosition;
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var direction = (Owner.Transform.WorldPosition - entityPos).Normalized;
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var endPoint = Owner.Transform.WorldPosition;
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var climbMode = entityToMove.GetComponent<ClimbingComponent>();
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climbMode.IsClimbing = true;
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if (MathF.Abs(direction.X) < 0.6f) // user climbed mostly vertically so lets make it a clean straight line
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{
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endPoint = new Vector2(entityPos.X, endPoint.Y);
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}
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else if (MathF.Abs(direction.Y) < 0.6f) // user climbed mostly horizontally so lets make it a clean straight line
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{
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endPoint = new Vector2(endPoint.X, entityPos.Y);
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}
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climbMode.TryMoveTo(entityPos, endPoint);
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// we may potentially need additional logic since we're forcing a player onto a climbable
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// there's also the cases where the user might collide with the person they are forcing onto the climbable that i haven't accounted for
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var othersMessage = Loc.GetString("{0:theName} forces {1:theName} onto {2:theName}!", user,
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entityToMove, Owner);
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user.PopupMessageOtherClients(othersMessage);
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var selfMessage = Loc.GetString("You force {0:theName} onto {1:theName}!", entityToMove, Owner);
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user.PopupMessage(selfMessage);
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}
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}
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private async void TryClimb(IEntity user)
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{
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if (!user.TryGetComponent(out ClimbingComponent climbingComponent) || climbingComponent.IsClimbing)
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return;
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var doAfterEventArgs = new DoAfterEventArgs(user, _climbDelay, default, Owner)
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{
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BreakOnTargetMove = true,
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BreakOnUserMove = true,
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BreakOnDamage = true,
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BreakOnStun = true
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};
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var result = await EntitySystem.Get<DoAfterSystem>().DoAfter(doAfterEventArgs);
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if (result != DoAfterStatus.Cancelled && user.TryGetComponent(out PhysicsComponent body) && body.Fixtures.Count >= 1)
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{
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// TODO: Remove the copy-paste code
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var userPos = user.Transform.WorldPosition;
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var direction = (Owner.Transform.WorldPosition - userPos).Normalized;
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var endPoint = Owner.Transform.WorldPosition;
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var climbMode = user.GetComponent<ClimbingComponent>();
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climbMode.IsClimbing = true;
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if (MathF.Abs(direction.X) < 0.6f) // user climbed mostly vertically so lets make it a clean straight line
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{
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endPoint = new Vector2(user.Transform.WorldPosition.X, endPoint.Y);
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}
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else if (MathF.Abs(direction.Y) < 0.6f) // user climbed mostly horizontally so lets make it a clean straight line
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{
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endPoint = new Vector2(endPoint.X, user.Transform.WorldPosition.Y);
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}
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climbMode.TryMoveTo(userPos, endPoint);
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var othersMessage = Loc.GetString("{0:theName} jumps onto {1:theName}!", user, Owner);
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user.PopupMessageOtherClients(othersMessage);
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var selfMessage = Loc.GetString("You jump onto {0:theName}!", Owner);
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user.PopupMessage(selfMessage);
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}
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}
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/// <summary>
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/// Allows you to vault an object with the ClimbableComponent through right click
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/// </summary>
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[Verb]
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private sealed class ClimbVerb : Verb<ClimbableComponent>
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{
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protected override void GetData(IEntity user, ClimbableComponent component, VerbData data)
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{
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if (!component.CanVault(user, component.Owner, out var _))
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{
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data.Visibility = VerbVisibility.Invisible;
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}
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data.Text = Loc.GetString("Vault");
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}
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protected override void Activate(IEntity user, ClimbableComponent component)
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{
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component.TryClimb(user);
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}
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}
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}
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}
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