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