Files
tbd-station-14/Content.Server/GameObjects/Components/Rotatable/FlippableComponent.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

65 lines
1.8 KiB
C#

#nullable enable
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.GameObjects.Verbs;
using Content.Shared.Interfaces;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Physics;
using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.Rotatable
{
[RegisterComponent]
public class FlippableComponent : Component
{
public override string Name => "Flippable";
private string? _entity;
private void TryFlip(IEntity user)
{
if (Owner.TryGetComponent(out IPhysBody? physics) &&
physics.BodyType == BodyType.Static)
{
Owner.PopupMessage(user, Loc.GetString("It's stuck."));
return;
}
if (_entity == null)
{
return;
}
Owner.EntityManager.SpawnEntity(_entity, Owner.Transform.Coordinates);
Owner.Delete();
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _entity, "entity", Owner.Prototype?.ID);
}
[Verb]
private sealed class FlippableVerb : Verb<FlippableComponent>
{
protected override void GetData(IEntity user, FlippableComponent component, VerbData data)
{
if (!ActionBlockerSystem.CanInteract(user))
{
data.Visibility = VerbVisibility.Invisible;
return;
}
data.Text = Loc.GetString("Flip");
}
protected override void Activate(IEntity user, FlippableComponent component)
{
component.TryFlip(user);
}
}
}
}