* 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>
195 lines
5.5 KiB
C#
195 lines
5.5 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Content.Shared.GameObjects.Components.Storage;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Disposal
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{
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public abstract class SharedDisposalUnitComponent : Component, ICollideSpecial, IDragDropOn
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{
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public override string Name => "DisposalUnit";
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private readonly List<IEntity> _intersecting = new();
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[ViewVariables]
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public bool Anchored =>
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!Owner.TryGetComponent(out IPhysBody? physics) ||
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physics.BodyType == BodyType.Static;
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[Serializable, NetSerializable]
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public enum Visuals
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{
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VisualState,
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Handle,
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Light
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}
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[Serializable, NetSerializable]
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public enum VisualState
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{
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UnAnchored,
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Anchored,
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Flushing,
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Charging
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}
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[Serializable, NetSerializable]
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public enum HandleState
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{
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Normal,
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Engaged
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}
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[Serializable, NetSerializable]
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public enum LightState
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{
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Off,
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Charging,
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Full,
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Ready
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}
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[Serializable, NetSerializable]
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public enum UiButton
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{
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Eject,
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Engage,
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Power
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}
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[Serializable, NetSerializable]
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public enum PressureState
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{
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Ready,
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Pressurizing
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}
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bool ICollideSpecial.PreventCollide(IPhysBody collided)
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{
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if (IsExiting(collided.Entity)) return true;
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if (!Owner.TryGetComponent(out IContainerManager? manager)) return false;
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if (manager.ContainsEntity(collided.Entity))
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{
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if (!_intersecting.Contains(collided.Entity))
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{
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_intersecting.Add(collided.Entity);
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}
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return true;
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}
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return false;
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}
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public virtual void Update(float frameTime)
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{
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UpdateIntersecting();
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}
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private bool IsExiting(IEntity entity)
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{
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return _intersecting.Contains(entity);
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}
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private void UpdateIntersecting()
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{
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if(_intersecting.Count == 0) return;
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for (var i = _intersecting.Count - 1; i >= 0; i--)
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{
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var entity = _intersecting[i];
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if (!Owner.EntityManager.IsIntersecting(entity, Owner))
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_intersecting.RemoveAt(i);
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}
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}
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[Serializable, NetSerializable]
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public class DisposalUnitBoundUserInterfaceState : BoundUserInterfaceState, IEquatable<DisposalUnitBoundUserInterfaceState>
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{
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public readonly string UnitName;
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public readonly string UnitState;
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public readonly float Pressure;
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public readonly bool Powered;
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public readonly bool Engaged;
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public DisposalUnitBoundUserInterfaceState(string unitName, string unitState, float pressure, bool powered,
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bool engaged)
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{
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UnitName = unitName;
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UnitState = unitState;
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Pressure = pressure;
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Powered = powered;
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Engaged = engaged;
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}
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public bool Equals(DisposalUnitBoundUserInterfaceState? other)
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{
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if (ReferenceEquals(null, other)) return false;
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if (ReferenceEquals(this, other)) return true;
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return UnitName == other.UnitName &&
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UnitState == other.UnitState &&
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Powered == other.Powered &&
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Engaged == other.Engaged &&
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Pressure.Equals(other.Pressure);
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}
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}
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/// <summary>
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/// Message data sent from client to server when a disposal unit ui button is pressed.
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/// </summary>
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[Serializable, NetSerializable]
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public class UiButtonPressedMessage : BoundUserInterfaceMessage
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{
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public readonly UiButton Button;
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public UiButtonPressedMessage(UiButton button)
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{
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Button = button;
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}
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}
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[Serializable, NetSerializable]
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public enum DisposalUnitUiKey
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{
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Key
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}
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public virtual bool CanInsert(IEntity entity)
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{
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if (!Anchored)
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return false;
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if (!entity.TryGetComponent(out IPhysBody? physics) ||
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!physics.CanCollide)
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{
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if (!(entity.TryGetComponent(out IMobStateComponent? damageState) && damageState.IsDead())) {
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return false;
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}
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}
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if (!entity.HasComponent<SharedStorableComponent>() &&
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!entity.HasComponent<IBody>())
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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 virtual bool CanDragDropOn(DragDropEventArgs eventArgs)
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{
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return CanInsert(eventArgs.Dragged);
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}
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public abstract bool DragDropOn(DragDropEventArgs eventArgs);
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}
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}
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