Files
tbd-station-14/Content.Server/GameObjects/Components/AnchorableComponent.cs
metalgearsloth 3e64fd56a1 Physics (#3452)
* 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

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-01 03:11:29 +11:00

146 lines
5.2 KiB
C#

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