* 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>
87 lines
3.2 KiB
C#
87 lines
3.2 KiB
C#
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
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using Content.Shared.GameObjects.Verbs;
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using Content.Shared.Interfaces;
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using Robust.Shared.GameObjects;
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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.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.Rotatable
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{
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[RegisterComponent]
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public class RotatableComponent : Component
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{
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public override string Name => "Rotatable";
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/// <summary>
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/// If true, this entity can be rotated even while anchored.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("rotateWhileAnchored")]
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public bool RotateWhileAnchored { get; private set; }
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private void TryRotate(IEntity user, Angle angle)
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{
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if (!RotateWhileAnchored && Owner.TryGetComponent(out IPhysBody physics))
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{
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if (physics.BodyType == BodyType.Static)
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{
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Owner.PopupMessage(user, Loc.GetString("It's stuck."));
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return;
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}
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}
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Owner.Transform.LocalRotation += angle;
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}
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[Verb]
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public sealed class RotateVerb : Verb<RotatableComponent>
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{
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protected override void GetData(IEntity user, RotatableComponent component, VerbData data)
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{
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if (!ActionBlockerSystem.CanInteract(user) || (!component.RotateWhileAnchored && component.Owner.TryGetComponent(out IPhysBody physics) && physics.BodyType == BodyType.Static))
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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.CategoryData = VerbCategories.Rotate;
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data.Text = Loc.GetString("Rotate clockwise");
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data.IconTexture = "/Textures/Interface/VerbIcons/rotate_cw.svg.96dpi.png";
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}
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protected override void Activate(IEntity user, RotatableComponent component)
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{
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component.TryRotate(user, Angle.FromDegrees(-90));
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}
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}
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[Verb]
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public sealed class RotateCounterVerb : Verb<RotatableComponent>
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{
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protected override void GetData(IEntity user, RotatableComponent component, VerbData data)
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{
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if (!ActionBlockerSystem.CanInteract(user) || (!component.RotateWhileAnchored && component.Owner.TryGetComponent(out IPhysBody physics) && physics.BodyType == BodyType.Static))
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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.CategoryData = VerbCategories.Rotate;
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data.Text = Loc.GetString("Rotate counter-clockwise");
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data.IconTexture = "/Textures/Interface/VerbIcons/rotate_ccw.svg.96dpi.png";
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}
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protected override void Activate(IEntity user, RotatableComponent component)
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{
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component.TryRotate(user, Angle.FromDegrees(90));
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}
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}
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}
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}
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