* 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>
133 lines
4.2 KiB
C#
133 lines
4.2 KiB
C#
using System.Linq;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Physics;
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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.Physics;
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using Robust.Shared.Physics.Collision;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Chemistry
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{
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[RegisterComponent]
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class VaporComponent : SharedVaporComponent, IStartCollide
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{
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public const float ReactTime = 0.125f;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[ViewVariables]
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[DataField("transferAmount")]
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private ReagentUnit _transferAmount = ReagentUnit.New(0.5);
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private bool _reached;
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private float _reactTimer;
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private float _timer;
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private EntityCoordinates _target;
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private bool _running;
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private float _aliveTime;
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public override void Initialize()
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{
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base.Initialize();
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Owner.EnsureComponentWarn(out SolutionContainerComponent _);
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}
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public void Start(Vector2 dir, float speed, EntityCoordinates target, float aliveTime)
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{
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_running = true;
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_target = target;
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_aliveTime = aliveTime;
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// Set Move
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if (Owner.TryGetComponent(out PhysicsComponent physics))
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{
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physics.BodyStatus = BodyStatus.InAir;
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physics.ApplyLinearImpulse(dir * speed);
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}
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}
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public void Update(float frameTime)
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{
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if (!Owner.TryGetComponent(out SolutionContainerComponent contents))
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return;
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if (!_running)
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return;
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_timer += frameTime;
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_reactTimer += frameTime;
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if (_reactTimer >= ReactTime)
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{
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_reactTimer = 0;
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var mapGrid = _mapManager.GetGrid(Owner.Transform.GridID);
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var tile = mapGrid.GetTileRef(Owner.Transform.Coordinates.ToVector2i(Owner.EntityManager, _mapManager));
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foreach (var reagentQuantity in contents.ReagentList.ToArray())
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{
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if (reagentQuantity.Quantity == ReagentUnit.Zero) continue;
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var reagent = _prototypeManager.Index<ReagentPrototype>(reagentQuantity.ReagentId);
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contents.TryRemoveReagent(reagentQuantity.ReagentId, reagent.ReactionTile(tile, (reagentQuantity.Quantity / _transferAmount) * 0.25f));
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}
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}
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// Check if we've reached our target.
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if(!_reached && _target.TryDistance(Owner.EntityManager, Owner.Transform.Coordinates, out var distance) && distance <= 0.5f)
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{
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_reached = true;
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}
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if (contents.CurrentVolume == 0 || _timer > _aliveTime)
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{
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// Delete this
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Owner.Delete();
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}
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}
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internal bool TryAddSolution(Solution solution)
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{
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if (solution.TotalVolume == 0)
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{
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return false;
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}
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if (!Owner.TryGetComponent(out SolutionContainerComponent contents))
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{
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return false;
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}
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var result = contents.TryAddSolution(solution);
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if (!result)
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{
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return false;
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}
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return true;
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}
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void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
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{
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if (!Owner.TryGetComponent(out SolutionContainerComponent contents))
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return;
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contents.Solution.DoEntityReaction(otherBody.Entity, ReactionMethod.Touch);
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// Check for collision with a impassable object (e.g. wall) and stop
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if ((otherBody.CollisionLayer & (int) CollisionGroup.Impassable) != 0 && otherBody.Hard)
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{
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Owner.Delete();
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}
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}
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}
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}
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