* Fix StepTrigger error * Changed it * Update Content.Shared/StepTrigger/StepTriggerSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Shared/StepTrigger/StepTriggerSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update StepTriggerSystem.cs * Update StepTriggerSystem.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
176 lines
5.3 KiB
C#
176 lines
5.3 KiB
C#
using System.Linq;
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using Robust.Shared.GameStates;
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using Robust.Shared.Physics.Dynamics;
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namespace Content.Shared.StepTrigger;
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public sealed class StepTriggerSystem : EntitySystem
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{
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[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<StepTriggerComponent, ComponentGetState>(TriggerGetState);
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SubscribeLocalEvent<StepTriggerComponent, ComponentHandleState>(TriggerHandleState);
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SubscribeLocalEvent<StepTriggerComponent, StartCollideEvent>(HandleCollide);
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}
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public override void Update(float frameTime)
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{
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foreach (var (_, trigger, transform) in EntityQuery<StepTriggerActiveComponent, StepTriggerComponent, TransformComponent>())
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{
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if (!Update(trigger, transform))
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continue;
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RemComp<StepTriggerActiveComponent>(trigger.Owner);
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}
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}
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private bool Update(StepTriggerComponent component, TransformComponent transform)
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{
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if (!component.Active ||
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component.Colliding.Count == 0)
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return true;
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foreach (var otherUid in component.Colliding.ToArray())
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{
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var shouldRemoveFromColliding = UpdateColliding(component, transform, otherUid);
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if (!shouldRemoveFromColliding) continue;
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component.Colliding.Remove(otherUid);
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component.CurrentlySteppedOn.Remove(otherUid);
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Dirty(component);
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}
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return false;
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}
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private bool UpdateColliding(StepTriggerComponent component, TransformComponent ownerTransform, EntityUid otherUid)
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{
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if (!TryComp(otherUid, out PhysicsComponent? otherPhysics))
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return true;
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if (component.CurrentlySteppedOn.Contains(otherUid) ||
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!CanTrigger(component.Owner, otherUid, component) ||
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otherPhysics.LinearVelocity.Length < component.RequiredTriggerSpeed)
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return false;
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// TODO: This shouldn't be calculating based on world AABBs.
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var ourAabb = _entityLookup.GetWorldAABB(component.Owner, ownerTransform);
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var otherAabb = _entityLookup.GetWorldAABB(otherUid);
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if (!ourAabb.Intersects(otherAabb))
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return true;
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var percentage = otherAabb.IntersectPercentage(ourAabb);
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if (percentage < component.IntersectRatio)
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return false;
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var ev = new StepTriggeredEvent { Source = component.Owner, Tripper = otherUid };
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RaiseLocalEvent(component.Owner, ref ev);
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component.CurrentlySteppedOn.Add(otherUid);
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Dirty(component);
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return false;
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}
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private bool CanTrigger(EntityUid uid, EntityUid otherUid, StepTriggerComponent component)
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{
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if (!component.Active || component.CurrentlySteppedOn.Contains(otherUid))
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return false;
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var msg = new StepTriggerAttemptEvent { Source = uid, Tripper = otherUid };
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RaiseLocalEvent(uid, ref msg);
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return msg.Continue;
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}
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private void HandleCollide(EntityUid uid, StepTriggerComponent component, StartCollideEvent args)
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{
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var otherUid = args.OtherFixture.Body.Owner;
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if (!CanTrigger(uid, otherUid, component))
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return;
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EnsureComp<StepTriggerActiveComponent>(uid);
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component.Colliding.Add(otherUid);
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}
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private static void TriggerHandleState(EntityUid uid, StepTriggerComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not StepTriggerComponentState state)
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return;
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component.RequiredTriggerSpeed = state.RequiredTriggerSpeed;
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component.IntersectRatio = state.IntersectRatio;
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component.CurrentlySteppedOn.Clear();
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foreach (var slipped in state.CurrentlySteppedOn)
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{
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component.CurrentlySteppedOn.Add(slipped);
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}
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}
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private static void TriggerGetState(EntityUid uid, StepTriggerComponent component, ref ComponentGetState args)
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{
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args.State = new StepTriggerComponentState(
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component.IntersectRatio,
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component.CurrentlySteppedOn.ToArray(),
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component.RequiredTriggerSpeed);
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}
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public void SetIntersectRatio(EntityUid uid, float ratio, StepTriggerComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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if (MathHelper.CloseToPercent(component.IntersectRatio, ratio))
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return;
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component.IntersectRatio = ratio;
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Dirty(component);
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}
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public void SetRequiredTriggerSpeed(EntityUid uid, float speed, StepTriggerComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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if (MathHelper.CloseToPercent(component.RequiredTriggerSpeed, speed))
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return;
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component.RequiredTriggerSpeed = speed;
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Dirty(component);
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}
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public void SetActive(EntityUid uid, bool active, StepTriggerComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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if (active == component.Active)
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return;
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component.Active = active;
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Dirty(component);
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}
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}
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[ByRefEvent]
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public struct StepTriggerAttemptEvent
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{
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public EntityUid Source;
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public EntityUid Tripper;
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public bool Continue;
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}
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[ByRefEvent]
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public struct StepTriggeredEvent
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{
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public EntityUid Source;
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public EntityUid Tripper;
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}
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