Files
tbd-station-14/Content.Server/GameObjects/Components/Recycling/RecyclerComponent.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

175 lines
5.1 KiB
C#

#nullable enable
using System.Collections.Generic;
using Content.Server.GameObjects.Components.Conveyor;
using Content.Server.GameObjects.Components.Items.Storage;
using Content.Server.GameObjects.Components.Power.ApcNetComponents;
using Content.Server.Interfaces.Chat;
using Content.Server.Interfaces.GameObjects;
using Content.Server.Interfaces.GameTicking;
using Content.Server.Players;
using Content.Server.Utility;
using Content.Shared.GameObjects.Components.Body;
using Content.Shared.GameObjects.Components.Recycling;
using Content.Shared.Interfaces;
using Content.Shared.Physics;
using Robust.Server.GameObjects;
using Robust.Server.Player;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Maths;
using Robust.Shared.Prototypes;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Recycling
{
// TODO: Add sound and safe beep
[RegisterComponent]
public class RecyclerComponent : Component, IStartCollide, ISuicideAct
{
public override string Name => "Recycler";
public List<IEntity> Intersecting { get; set; } = new();
/// <summary>
/// Whether or not sentient beings will be recycled
/// </summary>
[ViewVariables(VVAccess.ReadWrite)] [DataField("safe")]
private bool _safe = true;
/// <summary>
/// The percentage of material that will be recovered
/// </summary>
[ViewVariables(VVAccess.ReadWrite)] [DataField("efficiency")]
private float _efficiency = 0.25f;
private bool Powered =>
!Owner.TryGetComponent(out PowerReceiverComponent? receiver) ||
receiver.Powered;
private void Bloodstain()
{
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(RecyclerVisuals.Bloody, true);
}
}
private void Clean()
{
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(RecyclerVisuals.Bloody, false);
}
}
private bool CanGib(IEntity entity)
{
// We suppose this entity has a Recyclable component.
return entity.HasComponent<IBody>() && !_safe && Powered;
}
private void Recycle(IEntity entity)
{
if (!Intersecting.Contains(entity))
{
Intersecting.Add(entity);
}
// TODO: Prevent collision with recycled items
// Can only recycle things that are recyclable... And also check the safety of the thing to recycle.
if (!entity.TryGetComponent(out RecyclableComponent? recyclable) || !recyclable.Safe && _safe) return;
// Mobs are a special case!
if (CanGib(entity))
{
entity.GetComponent<IBody>().Gib(true);
Bloodstain();
return;
}
recyclable.Recycle(_efficiency);
}
public bool CanRun()
{
if (Owner.TryGetComponent(out PowerReceiverComponent? receiver) &&
!receiver.Powered)
{
return false;
}
if (Owner.HasComponent<ItemComponent>())
{
return false;
}
return true;
}
public bool CanMove(IEntity entity)
{
if (entity == Owner)
{
return false;
}
if (!entity.TryGetComponent(out IPhysBody? physics) ||
physics.BodyType == BodyType.Static)
{
return false;
}
if (entity.HasComponent<ConveyorComponent>())
{
return false;
}
if (entity.HasComponent<IMapGridComponent>())
{
return false;
}
if (entity.IsInContainer())
{
return false;
}
return true;
}
void IStartCollide.CollideWith(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
{
Recycle(otherBody.Entity);
}
SuicideKind ISuicideAct.Suicide(IEntity victim, IChatManager chat)
{
var mind = victim.PlayerSession()?.ContentData()?.Mind;
if (mind != null)
{
IoCManager.Resolve<IGameTicker>().OnGhostAttempt(mind, false);
mind.OwnedEntity.PopupMessage(Loc.GetString("You recycle yourself!"));
}
victim.PopupMessageOtherClients(Loc.GetString("{0:theName} tries to recycle {0:themself}!", victim));
if (victim.TryGetComponent<IBody>(out var body))
{
body.Gib(true);
}
Bloodstain();
return SuicideKind.Bloodloss;
}
}
}