* 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>
162 lines
5.2 KiB
C#
162 lines
5.2 KiB
C#
#nullable enable
|
|
using System;
|
|
using Content.Shared.GameObjects.Components.Strap;
|
|
using Content.Shared.GameObjects.EntitySystems;
|
|
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
|
|
using Content.Shared.GameObjects.EntitySystems.EffectBlocker;
|
|
using Content.Shared.Interfaces.GameObjects.Components;
|
|
using Robust.Shared.GameObjects;
|
|
using Robust.Shared.Physics;
|
|
using Robust.Shared.Serialization;
|
|
using Robust.Shared.Serialization.Manager.Attributes;
|
|
using Robust.Shared.ViewVariables;
|
|
|
|
namespace Content.Shared.GameObjects.Components.Buckle
|
|
{
|
|
public abstract class SharedBuckleComponent : Component, IActionBlocker, IEffectBlocker, IDraggable, ICollideSpecial
|
|
{
|
|
public sealed override string Name => "Buckle";
|
|
|
|
public sealed override uint? NetID => ContentNetIDs.BUCKLE;
|
|
|
|
[ComponentDependency] protected readonly IPhysBody? Physics;
|
|
|
|
/// <summary>
|
|
/// The range from which this entity can buckle to a <see cref="SharedStrapComponent"/>.
|
|
/// </summary>
|
|
[ViewVariables]
|
|
[DataField("range")]
|
|
public float Range { get; protected set; } = SharedInteractionSystem.InteractionRange / 1.4f;
|
|
|
|
/// <summary>
|
|
/// True if the entity is buckled, false otherwise.
|
|
/// </summary>
|
|
public abstract bool Buckled { get; }
|
|
|
|
public EntityUid? LastEntityBuckledTo { get; set; }
|
|
|
|
public bool IsOnStrapEntityThisFrame { get; set; }
|
|
|
|
public bool DontCollide { get; set; }
|
|
|
|
public abstract bool TryBuckle(IEntity? user, IEntity to);
|
|
|
|
bool ICollideSpecial.PreventCollide(IPhysBody collidedwith)
|
|
{
|
|
if (collidedwith.Entity.Uid == LastEntityBuckledTo)
|
|
{
|
|
IsOnStrapEntityThisFrame = true;
|
|
return Buckled || DontCollide;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool IActionBlocker.CanMove()
|
|
{
|
|
return !Buckled;
|
|
}
|
|
|
|
bool IActionBlocker.CanChangeDirection()
|
|
{
|
|
return !Buckled;
|
|
}
|
|
|
|
bool IEffectBlocker.CanFall()
|
|
{
|
|
return !Buckled;
|
|
}
|
|
|
|
bool IDraggable.CanDrop(CanDropEventArgs args)
|
|
{
|
|
return args.Target.HasComponent<SharedStrapComponent>();
|
|
}
|
|
|
|
bool IDraggable.Drop(DragDropEventArgs args)
|
|
{
|
|
return TryBuckle(args.User, args.Target);
|
|
}
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public sealed class BuckleComponentState : ComponentState
|
|
{
|
|
public BuckleComponentState(bool buckled, int? drawDepth, EntityUid? lastEntityBuckledTo, bool dontCollide) : base(ContentNetIDs.BUCKLE)
|
|
{
|
|
Buckled = buckled;
|
|
DrawDepth = drawDepth;
|
|
LastEntityBuckledTo = lastEntityBuckledTo;
|
|
DontCollide = dontCollide;
|
|
}
|
|
|
|
public bool Buckled { get; }
|
|
public EntityUid? LastEntityBuckledTo { get; }
|
|
public bool DontCollide { get; }
|
|
public int? DrawDepth;
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public enum BuckleVisuals
|
|
{
|
|
Buckled
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public abstract class BuckleChangeMessage : ComponentMessage
|
|
{
|
|
/// <summary>
|
|
/// Constructs a new instance of <see cref="BuckleChangeMessage"/>
|
|
/// </summary>
|
|
/// <param name="entity">The entity that had its buckling status changed</param>
|
|
/// <param name="strap">The strap that the entity was buckled to or unbuckled from</param>
|
|
/// <param name="buckled">True if the entity was buckled, false otherwise</param>
|
|
protected BuckleChangeMessage(IEntity entity, IEntity strap, bool buckled)
|
|
{
|
|
Entity = entity;
|
|
Strap = strap;
|
|
Buckled = buckled;
|
|
}
|
|
|
|
/// <summary>
|
|
/// The entity that had its buckling status changed
|
|
/// </summary>
|
|
public IEntity Entity { get; }
|
|
|
|
/// <summary>
|
|
/// The strap that the entity was buckled to or unbuckled from
|
|
/// </summary>
|
|
public IEntity Strap { get; }
|
|
|
|
/// <summary>
|
|
/// True if the entity was buckled, false otherwise.
|
|
/// </summary>
|
|
public bool Buckled { get; }
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public class BuckleMessage : BuckleChangeMessage
|
|
{
|
|
/// <summary>
|
|
/// Constructs a new instance of <see cref="BuckleMessage"/>
|
|
/// </summary>
|
|
/// <param name="entity">The entity that had its buckling status changed</param>
|
|
/// <param name="strap">The strap that the entity was buckled to or unbuckled from</param>
|
|
public BuckleMessage(IEntity entity, IEntity strap) : base(entity, strap, true)
|
|
{
|
|
}
|
|
}
|
|
|
|
[Serializable, NetSerializable]
|
|
public class UnbuckleMessage : BuckleChangeMessage
|
|
{
|
|
/// <summary>
|
|
/// Constructs a new instance of <see cref="UnbuckleMessage"/>
|
|
/// </summary>
|
|
/// <param name="entity">The entity that had its buckling status changed</param>
|
|
/// <param name="strap">The strap that the entity was buckled to or unbuckled from</param>
|
|
public UnbuckleMessage(IEntity entity, IEntity strap) : base(entity, strap, false)
|
|
{
|
|
}
|
|
}
|
|
}
|