* 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 * Fix dupe pulling * Zumzum's based fix * Don't run tile friction for non-predicted bodies * Experimental pulling improvement * Everything's a poly now * Optimise AI region debugging a bit Could still be better but should improve default performance a LOT * Mover no updater * Crazy kinematic body idea * Good collisions * KinematicController * Fix aghost * Throwing refactor * Pushing cleanup * Fix throwing and footstep sounds * Frametime in ICollideBehavior * Fix stuff * Actually fix weightlessness * Optimise collision behaviors a lot * Make open lockers still collide with walls * powwweeerrrrr * Merge master proper * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA * Ch ch ch changesss * SHIP IT * Fix #if DEBUG * Fix vaulting and item locker collision * Fix throwing * Editing yaml by hand what can go wrong * on * Last yaml fixes * Okay now it's fixed * Linter Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: Vera Aguilera Puerto <zddm@outlook.es>
108 lines
3.4 KiB
C#
108 lines
3.4 KiB
C#
using Content.Client.GameObjects.Components;
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using Content.Shared.Maps;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.GameObjects.EntitySystems
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{
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/// <summary>
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/// Entity system backing <see cref="SubFloorHideComponent"/>.
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/// </summary>
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internal sealed class SubFloorHideSystem : EntitySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly ITileDefinitionManager _tileDefinitionManager = default!;
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private bool _enableAll;
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[ViewVariables(VVAccess.ReadWrite)]
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public bool EnableAll
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{
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get => _enableAll;
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set
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{
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_enableAll = value;
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UpdateAll();
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}
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}
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private void UpdateAll()
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{
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foreach (var comp in EntityManager.ComponentManager.EntityQuery<SubFloorHideComponent>(true))
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{
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if (!_mapManager.TryGetGrid(comp.Owner.Transform.GridID, out var grid)) return;
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var snapPos = comp.Owner.GetComponent<SnapGridComponent>();
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UpdateTile(grid, snapPos.Position);
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}
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}
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public override void Initialize()
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{
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base.Initialize();
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IoCManager.InjectDependencies(this);
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_mapManager.GridChanged += MapManagerOnGridChanged;
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_mapManager.TileChanged += MapManagerOnTileChanged;
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SubscribeLocalEvent<SubFloorHideDirtyEvent>(HandleDirtyEvent);
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}
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private void HandleDirtyEvent(SubFloorHideDirtyEvent ev)
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{
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if (!_mapManager.TryGetGrid(ev.Sender.Transform.GridID, out var grid))
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{
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return;
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}
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var indices = grid.WorldToTile(ev.Sender.Transform.WorldPosition);
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UpdateTile(grid, indices);
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}
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private void MapManagerOnTileChanged(object sender, TileChangedEventArgs e)
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{
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UpdateTile(_mapManager.GetGrid(e.NewTile.GridIndex), e.NewTile.GridIndices);
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}
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private void MapManagerOnGridChanged(object sender, GridChangedEventArgs e)
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{
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foreach (var modified in e.Modified)
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{
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UpdateTile(e.Grid, modified.position);
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}
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}
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private void UpdateTile(IMapGrid grid, Vector2i position)
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{
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var tile = grid.GetTileRef(position);
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var tileDef = (ContentTileDefinition) _tileDefinitionManager[tile.Tile.TypeId];
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foreach (var snapGridComponent in grid.GetSnapGridCell(position, SnapGridOffset.Center))
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{
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var entity = snapGridComponent.Owner;
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if (!entity.TryGetComponent(out SubFloorHideComponent subFloorComponent))
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{
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continue;
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}
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var enabled = EnableAll || !subFloorComponent.Running || tileDef.IsSubFloor;
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if (entity.TryGetComponent(out ISpriteComponent spriteComponent))
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{
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spriteComponent.Visible = enabled;
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}
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if (entity.TryGetComponent(out PhysicsComponent physicsComponent))
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{
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physicsComponent.CanCollide = enabled;
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}
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}
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}
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}
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}
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