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