Files
tbd-station-14/Content.Server/GameObjects/Components/Movement/ClimbingComponent.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

108 lines
3.0 KiB
C#

#nullable enable
using System;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Buckle;
using Content.Shared.GameObjects.Components.Movement;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Players;
using Robust.Shared.Timing;
namespace Content.Server.GameObjects.Components.Movement
{
[RegisterComponent]
[ComponentReference(typeof(SharedClimbingComponent))]
public class ClimbingComponent : SharedClimbingComponent
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
public override bool IsClimbing
{
get => base.IsClimbing;
set
{
if (_isClimbing == value)
return;
base.IsClimbing = value;
if (value)
{
StartClimbTime = IoCManager.Resolve<IGameTiming>().CurTime;
EntitySystem.Get<ClimbSystem>().AddActiveClimber(this);
OwnerIsTransitioning = true;
}
else
{
EntitySystem.Get<ClimbSystem>().RemoveActiveClimber(this);
OwnerIsTransitioning = false;
}
Dirty();
}
}
protected override bool OwnerIsTransitioning
{
get => base.OwnerIsTransitioning;
set
{
if (value == base.OwnerIsTransitioning) return;
base.OwnerIsTransitioning = value;
Dirty();
}
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case BuckleMessage msg:
if (msg.Buckled)
IsClimbing = false;
break;
}
}
/// <summary>
/// Make the owner climb from one point to another
/// </summary>
public void TryMoveTo(Vector2 from, Vector2 to)
{
if (Body == null) return;
var velocity = (to - from).Length;
if (velocity <= 0.0f) return;
Body.ApplyLinearImpulse((to - from).Normalized * velocity * 400);
OwnerIsTransitioning = true;
Owner.SpawnTimer((int) (BufferTime * 1000), () =>
{
if (Deleted) return;
OwnerIsTransitioning = false;
});
}
public void Update()
{
if (!IsClimbing || _gameTiming.CurTime < TimeSpan.FromSeconds(BufferTime) + StartClimbTime)
{
return;
}
if (!IsOnClimbableThisFrame && IsClimbing)
IsClimbing = false;
}
public override ComponentState GetComponentState(ICommonSession player)
{
return new ClimbModeComponentState(_isClimbing, OwnerIsTransitioning);
}
}
}