Files
tbd-station-14/Content.Server/GameObjects/Components/Conveyor/ConveyorComponent.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

179 lines
5.2 KiB
C#

#nullable enable
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.MachineLinking;
using Content.Server.GameObjects.Components.Power.ApcNetComponents;
using Content.Shared.GameObjects.Components.Conveyor;
using Content.Shared.GameObjects.Components.MachineLinking;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.Physics;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Conveyor
{
[RegisterComponent]
public class ConveyorComponent : Component, ISignalReceiver<TwoWayLeverSignal>, ISignalReceiver<bool>
{
public override string Name => "Conveyor";
[ViewVariables] private bool Powered => !Owner.TryGetComponent(out PowerReceiverComponent? receiver) || receiver.Powered;
/// <summary>
/// The angle to move entities by in relation to the owner's rotation.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
private Angle _angle;
public float Speed => _speed;
/// <summary>
/// The amount of units to move the entity by per second.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
private float _speed;
private ConveyorState _state;
/// <summary>
/// The current state of this conveyor
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
private ConveyorState State
{
get => _state;
set
{
_state = value;
UpdateAppearance();
}
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case PowerChangedMessage powerChanged:
OnPowerChanged(powerChanged);
break;
}
}
private void OnPowerChanged(PowerChangedMessage e)
{
UpdateAppearance();
}
private void UpdateAppearance()
{
if (Owner.TryGetComponent<AppearanceComponent>(out var appearance))
{
if (Powered)
{
appearance.SetData(ConveyorVisuals.State, _state);
}
else
{
appearance.SetData(ConveyorVisuals.State, ConveyorState.Off);
}
}
}
/// <summary>
/// Calculates the angle in which entities on top of this conveyor
/// belt are pushed in
/// </summary>
/// <returns>
/// The angle when taking into account if the conveyor is reversed
/// </returns>
public Angle GetAngle()
{
var adjustment = _state == ConveyorState.Reversed ? MathHelper.Pi : 0;
var radians = MathHelper.DegreesToRadians(_angle);
return new Angle(Owner.Transform.LocalRotation.Theta + radians + adjustment);
}
public bool CanRun()
{
if (State == ConveyorState.Off)
{
return false;
}
if (Owner.TryGetComponent(out PowerReceiverComponent? receiver) &&
!receiver.Powered)
{
return false;
}
if (Owner.HasComponent<ItemComponent>())
{
return false;
}
return true;
}
public bool CanMove(IEntity entity)
{
// TODO We should only check status InAir or Static or MapGrid or /mayber/ container
if (entity == Owner)
{
return false;
}
if (!entity.TryGetComponent(out IPhysBody? physics) ||
physics.BodyType == BodyType.Static)
{
return false;
}
if (entity.HasComponent<ConveyorComponent>())
{
return false;
}
if (entity.HasComponent<IMapGridComponent>())
{
return false;
}
if (entity.IsInContainer())
{
return false;
}
return true;
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _angle, "angle", 0);
serializer.DataField(ref _speed, "speed", 2);
}
public void TriggerSignal(TwoWayLeverSignal signal)
{
State = signal switch
{
TwoWayLeverSignal.Left => ConveyorState.Reversed,
TwoWayLeverSignal.Middle => ConveyorState.Off,
TwoWayLeverSignal.Right => ConveyorState.Forward,
_ => ConveyorState.Off
};
}
public void TriggerSignal(bool signal)
{
State = signal ? ConveyorState.Forward : ConveyorState.Off;
}
}
}