Files
tbd-station-14/Content.Server/GameObjects/Components/Disposal/DisposalHolderComponent.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

196 lines
5.5 KiB
C#

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