Files
tbd-station-14/Content.Server/GameObjects/Components/Items/Storage/ItemComponent.cs
metalgearsloth 4d064abcd7 Physics (#3485)
* 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>
2021-03-08 04:09:59 +11:00

181 lines
5.6 KiB
C#

using Content.Server.GameObjects.Components.GUI;
using Content.Server.Interfaces.GameObjects.Components.Items;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.Components.Items;
using Content.Shared.GameObjects.Components.Storage;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.GameObjects.Verbs;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Physics;
using Content.Shared.Utility;
using Robust.Server.GameObjects;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Players;
using Robust.Shared.Prototypes;
using Robust.Shared.Physics;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.GameObjects.Components.Items.Storage
{
[RegisterComponent]
[ComponentReference(typeof(StorableComponent))]
[ComponentReference(typeof(SharedStorableComponent))]
[ComponentReference(typeof(IItemComponent))]
public class ItemComponent : StorableComponent, IInteractHand, IExAct, IEquipped, IUnequipped, IItemComponent, IThrown, ILand
{
public override string Name => "Item";
public override uint? NetID => ContentNetIDs.ITEM;
[DataField("HeldPrefix")]
private string _equippedPrefix;
public string EquippedPrefix
{
get
{
return _equippedPrefix;
}
set
{
_equippedPrefix = value;
Dirty();
}
}
public void RemovedFromSlot()
{
foreach (var component in Owner.GetAllComponents<ISpriteRenderableComponent>())
{
component.Visible = true;
}
}
public void EquippedToSlot()
{
foreach (var component in Owner.GetAllComponents<ISpriteRenderableComponent>())
{
component.Visible = false;
}
}
public virtual void Equipped(EquippedEventArgs eventArgs)
{
EquippedToSlot();
}
public virtual void Unequipped(UnequippedEventArgs eventArgs)
{
RemovedFromSlot();
}
public bool CanPickup(IEntity user)
{
if (!ActionBlockerSystem.CanPickup(user))
{
return false;
}
if (user.Transform.MapID != Owner.Transform.MapID)
{
return false;
}
if (Owner.TryGetComponent(out IPhysBody physics) &&
physics.BodyType == BodyType.Static)
{
return false;
}
return user.InRangeUnobstructed(Owner, ignoreInsideBlocker: true, popup: true);
}
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
{
if (!CanPickup(eventArgs.User)) return false;
var hands = eventArgs.User.GetComponent<IHandsComponent>();
hands.PutInHand(this, hands.ActiveHand, false);
return true;
}
[Verb]
public sealed class PickUpVerb : Verb<ItemComponent>
{
protected override void GetData(IEntity user, ItemComponent component, VerbData data)
{
if (!ActionBlockerSystem.CanInteract(user) ||
component.Owner.IsInContainer() ||
!component.CanPickup(user))
{
data.Visibility = VerbVisibility.Invisible;
return;
}
data.Text = Loc.GetString("Pick Up");
}
protected override void Activate(IEntity user, ItemComponent component)
{
if (user.TryGetComponent(out HandsComponent hands) && !hands.IsHolding(component.Owner))
{
hands.PutInHand(component);
}
}
}
public override ComponentState GetComponentState(ICommonSession session)
{
return new ItemComponentState(EquippedPrefix);
}
public void OnExplosion(ExplosionEventArgs eventArgs)
{
var sourceLocation = eventArgs.Source;
var targetLocation = eventArgs.Target.Transform.Coordinates;
var dirVec = (targetLocation.ToMapPos(Owner.EntityManager) - sourceLocation.ToMapPos(Owner.EntityManager)).Normalized;
float throwForce;
switch (eventArgs.Severity)
{
case ExplosionSeverity.Destruction:
throwForce = 30.0f;
break;
case ExplosionSeverity.Heavy:
throwForce = 20.0f;
break;
default:
throwForce = 10.0f;
break;
}
Owner.TryThrow(dirVec * throwForce);
}
// TODO: Predicted
void IThrown.Thrown(ThrownEventArgs eventArgs)
{
if (!Owner.TryGetComponent(out PhysicsComponent physicsComponent)) return;
foreach (var fixture in physicsComponent.Fixtures)
{
fixture.CollisionLayer |= (int) CollisionGroup.MobImpassable;
}
}
void ILand.Land(LandEventArgs eventArgs)
{
if (!Owner.TryGetComponent(out PhysicsComponent physicsComponent)) return;
foreach (var fixture in physicsComponent.Fixtures)
{
fixture.CollisionLayer &= ~(int) CollisionGroup.MobImpassable;
}
}
}
}