Files
tbd-station-14/Content.Shared/GameObjects/EntitySystems/SharedPullingSystem.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

142 lines
3.8 KiB
C#

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