* belt multithreading * moves away from multithreading and changes setting awake directly to physics system method * prediction for conveyors * Fixes missing reference in FaxSystem * Fixes oddities * Adds networked to conveyor components * Some more cleanup. * reverts power change event * Removes the event, fixes a file * Should fix the rest of the weird additions * More cleanup to fix extra files * Fixes again * fix * fixes fax system * Adds component state, cleans up the dependencies * Checks for prediction * Merge conflicts * powa --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
149 lines
5.1 KiB
C#
149 lines
5.1 KiB
C#
using Content.Server.MachineLinking.Events;
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using Content.Server.MachineLinking.System;
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using Content.Server.Power.Components;
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using Content.Server.Recycling;
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using Content.Server.Recycling.Components;
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using Content.Shared.Conveyor;
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using Content.Shared.Maps;
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using Content.Shared.Physics;
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using Content.Shared.Physics.Controllers;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Physics.Systems;
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namespace Content.Server.Physics.Controllers;
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public sealed class ConveyorController : SharedConveyorController
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{
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[Dependency] private readonly FixtureSystem _fixtures = default!;
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[Dependency] private readonly RecyclerSystem _recycler = default!;
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[Dependency] private readonly SignalLinkerSystem _signalSystem = default!;
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[Dependency] private readonly SharedBroadphaseSystem _broadphase = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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public override void Initialize()
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{
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UpdatesAfter.Add(typeof(MoverController));
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SubscribeLocalEvent<ConveyorComponent, ComponentInit>(OnInit);
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SubscribeLocalEvent<ConveyorComponent, ComponentShutdown>(OnConveyorShutdown);
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SubscribeLocalEvent<ConveyorComponent, SignalReceivedEvent>(OnSignalReceived);
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SubscribeLocalEvent<ConveyorComponent, PowerChangedEvent>(OnPowerChanged);
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base.Initialize();
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}
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private void OnInit(EntityUid uid, ConveyorComponent component, ComponentInit args)
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{
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_signalSystem.EnsureReceiverPorts(uid, component.ReversePort, component.ForwardPort, component.OffPort);
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if (TryComp<PhysicsComponent>(uid, out var physics))
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{
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var shape = new PolygonShape();
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shape.SetAsBox(0.55f, 0.55f);
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_fixtures.TryCreateFixture(uid, shape, ConveyorFixture,
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collisionLayer: (int) (CollisionGroup.LowImpassable | CollisionGroup.MidImpassable |
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CollisionGroup.Impassable), hard: false, body: physics);
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}
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}
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private void OnConveyorShutdown(EntityUid uid, ConveyorComponent component, ComponentShutdown args)
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{
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if (MetaData(uid).EntityLifeStage >= EntityLifeStage.Terminating)
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return;
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RemComp<ActiveConveyorComponent>(uid);
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if (!TryComp<PhysicsComponent>(uid, out var physics))
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return;
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_fixtures.DestroyFixture(uid, ConveyorFixture, body: physics);
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}
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private void OnPowerChanged(EntityUid uid, ConveyorComponent component, ref PowerChangedEvent args)
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{
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component.Powered = args.Powered;
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UpdateAppearance(uid, component);
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Dirty(component);
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}
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private void UpdateAppearance(EntityUid uid, ConveyorComponent component)
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{
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_appearance.SetData(uid, ConveyorVisuals.State, component.Powered ? component.State : ConveyorState.Off);
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}
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private void OnSignalReceived(EntityUid uid, ConveyorComponent component, SignalReceivedEvent args)
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{
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if (args.Port == component.OffPort)
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SetState(uid, ConveyorState.Off, component);
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else if (args.Port == component.ForwardPort)
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{
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AwakenEntities(uid, component);
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SetState(uid, ConveyorState.Forward, component);
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}
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else if (args.Port == component.ReversePort)
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{
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AwakenEntities(uid, component);
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SetState(uid, ConveyorState.Reverse, component);
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}
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}
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private void SetState(EntityUid uid, ConveyorState state, ConveyorComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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component.State = state;
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if (TryComp<PhysicsComponent>(uid, out var physics))
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_broadphase.RegenerateContacts(physics);
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if (TryComp<RecyclerComponent>(uid, out var recycler))
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{
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if (component.State != ConveyorState.Off)
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_recycler.EnableRecycler(recycler);
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else
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_recycler.DisableRecycler(recycler);
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}
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UpdateAppearance(uid, component);
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Dirty(component);
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}
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/// <summary>
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/// Awakens sleeping entities on the conveyor belt's tile when it's turned on.
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/// Fixes an issue where non-hard/sleeping entities refuse to wake up + collide if a belt is turned off and on again.
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/// </summary>
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private void AwakenEntities(EntityUid uid, ConveyorComponent component)
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{
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var xformQuery = GetEntityQuery<TransformComponent>();
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var bodyQuery = GetEntityQuery<PhysicsComponent>();
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if (!xformQuery.TryGetComponent(uid, out var xform))
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return;
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var beltTileRef = xform.Coordinates.GetTileRef(EntityManager, _mapManager);
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if (beltTileRef != null)
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{
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var intersecting = _lookup.GetEntitiesIntersecting(beltTileRef.Value);
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foreach (var entity in intersecting)
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{
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if (!bodyQuery.TryGetComponent(entity, out var physics))
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continue;
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if (physics.BodyType != BodyType.Static)
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_physics.WakeBody(entity, body: physics);
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}
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}
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}
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}
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