* 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>
142 lines
3.8 KiB
C#
142 lines
3.8 KiB
C#
#nullable enable
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.GameObjects.Components.Pulling;
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using Content.Shared.Input;
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using Content.Shared.Physics.Pull;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Players;
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namespace Content.Shared.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public class SharedPullingSystem : EntitySystem
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{
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/// <summary>
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/// A mapping of pullers to the entity that they are pulling.
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/// </summary>
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private readonly Dictionary<IEntity, IEntity> _pullers =
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new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PullStartedMessage>(OnPullStarted);
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SubscribeLocalEvent<PullStoppedMessage>(OnPullStopped);
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SubscribeLocalEvent<MoveEvent>(PullerMoved);
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.MovePulledObject, new PointerInputCmdHandler(HandleMovePulledObject))
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.Bind(ContentKeyFunctions.ReleasePulledObject, InputCmdHandler.FromDelegate(HandleReleasePulledObject))
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.Register<SharedPullingSystem>();
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}
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private void OnPullStarted(PullStartedMessage message)
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{
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if (_pullers.TryGetValue(message.Puller.Owner, out var pulled) &&
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pulled.TryGetComponent(out SharedPullableComponent? pulledComponent))
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{
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pulledComponent.TryStopPull();
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}
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SetPuller(message.Puller.Owner, message.Pulled.Owner);
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}
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private void OnPullStopped(PullStoppedMessage message)
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{
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RemovePuller(message.Puller.Owner);
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}
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private void PullerMoved(MoveEvent ev)
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{
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if (!TryGetPulled(ev.Sender, out var pulled))
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{
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return;
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}
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if (!pulled.TryGetComponent(out IPhysBody? physics))
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{
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return;
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}
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physics.WakeBody();
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}
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private bool HandleMovePulledObject(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
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{
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var player = session?.AttachedEntity;
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if (player == null)
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{
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return false;
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}
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if (!TryGetPulled(player, out var pulled))
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{
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return false;
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}
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if (!pulled.TryGetComponent(out SharedPullableComponent? pullable))
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{
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return false;
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}
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pullable.TryMoveTo(coords);
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return false;
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}
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private void HandleReleasePulledObject(ICommonSession? session)
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{
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var player = session?.AttachedEntity;
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if (player == null)
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{
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return;
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}
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if (!TryGetPulled(player, out var pulled))
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{
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return;
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}
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if (!pulled.TryGetComponent(out SharedPullableComponent? pullable))
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{
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return;
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}
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pullable.TryStopPull();
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}
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private void SetPuller(IEntity puller, IEntity pulled)
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{
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_pullers[puller] = pulled;
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}
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private bool RemovePuller(IEntity puller)
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{
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return _pullers.Remove(puller);
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}
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public IEntity? GetPulled(IEntity by)
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{
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return _pullers.GetValueOrDefault(by);
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}
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public bool TryGetPulled(IEntity by, [NotNullWhen(true)] out IEntity? pulled)
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{
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return (pulled = GetPulled(by)) != null;
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}
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public bool IsPulling(IEntity puller)
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{
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return _pullers.ContainsKey(puller);
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}
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}
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}
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