* 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>
196 lines
5.5 KiB
C#
196 lines
5.5 KiB
C#
#nullable enable
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Atmos;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.Interfaces;
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using Content.Shared.Atmos;
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using Content.Shared.GameObjects.Components.Body;
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using Robust.Server.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Maths;
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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.Disposal
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{
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// TODO: Add gas
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[RegisterComponent]
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public class DisposalHolderComponent : Component, IGasMixtureHolder
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{
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public override string Name => "DisposalHolder";
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private Container _contents = null!;
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/// <summary>
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/// The total amount of time that it will take for this entity to
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/// be pushed to the next tube
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/// </summary>
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[ViewVariables]
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private float StartingTime { get; set; }
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/// <summary>
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/// Time left until the entity is pushed to the next tube
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/// </summary>
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[ViewVariables]
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private float TimeLeft { get; set; }
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[ViewVariables]
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public IDisposalTubeComponent? PreviousTube { get; set; }
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[ViewVariables]
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public IDisposalTubeComponent? CurrentTube { get; private set; }
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[ViewVariables]
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public IDisposalTubeComponent? NextTube { get; set; }
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/// <summary>
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/// A list of tags attached to the content, used for sorting
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/// </summary>
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[ViewVariables]
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public HashSet<string> Tags { get; set; } = new();
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[ViewVariables] public GasMixture Air { get; set; } = default!;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(this, x => x.Air, "air", new GasMixture(Atmospherics.CellVolume));
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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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_contents = ContainerManagerComponent.Ensure<Container>(nameof(DisposalHolderComponent), Owner);
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}
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public override void OnRemove()
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{
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base.OnRemove();
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ExitDisposals();
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}
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private bool CanInsert(IEntity entity)
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{
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if (!_contents.CanInsert(entity))
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{
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return false;
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}
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if (!entity.TryGetComponent(out IPhysBody? physics) ||
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!physics.CanCollide)
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{
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return false;
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}
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return entity.HasComponent<ItemComponent>() ||
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entity.HasComponent<IBody>();
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}
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public bool TryInsert(IEntity entity)
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{
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if (!CanInsert(entity) || !_contents.Insert(entity))
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{
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return false;
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}
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if (entity.TryGetComponent(out IPhysBody? physics))
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{
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physics.CanCollide = false;
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}
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return true;
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}
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public void EnterTube(IDisposalTubeComponent tube)
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{
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if (CurrentTube != null)
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{
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PreviousTube = CurrentTube;
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}
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Owner.Transform.Coordinates = tube.Owner.Transform.Coordinates;
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CurrentTube = tube;
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NextTube = tube.NextTube(this);
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StartingTime = 0.1f;
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TimeLeft = 0.1f;
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}
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public void ExitDisposals()
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{
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PreviousTube = null;
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CurrentTube = null;
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NextTube = null;
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StartingTime = 0;
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TimeLeft = 0;
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foreach (var entity in _contents.ContainedEntities.ToArray())
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{
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if (entity.TryGetComponent(out IPhysBody? physics))
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{
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physics.CanCollide = true;
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}
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_contents.ForceRemove(entity);
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if (entity.Transform.Parent == Owner.Transform)
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{
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entity.Transform.AttachParentToContainerOrGrid();
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}
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}
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if (Owner.Transform.Coordinates.TryGetTileAtmosphere(out var tileAtmos) &&
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tileAtmos.Air != null)
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{
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tileAtmos.AssumeAir(Air);
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Air.Clear();
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}
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Owner.Delete();
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}
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public void Update(float frameTime)
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{
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while (frameTime > 0)
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{
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var time = frameTime;
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if (time > TimeLeft)
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{
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time = TimeLeft;
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}
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TimeLeft -= time;
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frameTime -= time;
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if (CurrentTube == null)
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{
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ExitDisposals();
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break;
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}
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if (TimeLeft > 0)
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{
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var progress = 1 - TimeLeft / StartingTime;
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var origin = CurrentTube.Owner.Transform.WorldPosition;
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var destination = CurrentTube.NextDirection(this).ToVec();
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var newPosition = destination * progress;
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Owner.Transform.WorldPosition = origin + newPosition;
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continue;
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}
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if (NextTube == null || !CurrentTube.TransferTo(this, NextTube))
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{
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CurrentTube.Remove(this);
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break;
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}
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}
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}
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}
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}
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