* 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>
372 lines
11 KiB
C#
372 lines
11 KiB
C#
#nullable enable
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using System;
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using Content.Shared.Alert;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Physics;
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using Content.Shared.Physics.Pull;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Players;
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using Robust.Shared.Physics.Dynamics.Joints;
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using Robust.Shared.Serialization;
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namespace Content.Shared.GameObjects.Components.Pulling
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{
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public abstract class SharedPullableComponent : Component, ICollideSpecial
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{
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public override string Name => "Pullable";
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public override uint? NetID => ContentNetIDs.PULLABLE;
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[ComponentDependency] private readonly PhysicsComponent? _physics = default!;
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/// <summary>
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/// Only set in Puller->set! Only set in unison with _pullerPhysics!
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/// </summary>
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private IEntity? _puller;
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private IPhysBody? _pullerPhysics;
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public IPhysBody? PullerPhysics => _pullerPhysics;
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private DistanceJoint? _pullJoint;
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/// <summary>
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/// The current entity pulling this component.
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/// Setting this performs the entire setup process for pulling.
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/// </summary>
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public virtual IEntity? Puller
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{
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get => _puller;
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set
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{
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if (_puller == value)
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{
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return;
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}
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// New value. Abandon being pulled by any existing object.
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if (_puller != null)
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{
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var oldPuller = _puller;
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var oldPullerPhysics = _pullerPhysics;
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_puller = null;
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Dirty();
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_pullerPhysics = null;
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if (_physics != null && oldPullerPhysics != null)
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{
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var message = new PullStoppedMessage(oldPullerPhysics, _physics);
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oldPuller.SendMessage(null, message);
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Owner.SendMessage(null, message);
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oldPuller.EntityManager.EventBus.RaiseEvent(EventSource.Local, message);
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_physics.WakeBody();
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}
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// else-branch warning is handled below
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}
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// Now that is settled, prepare to be pulled by a new object.
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if (_physics == null)
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{
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Logger.WarningS("c.go.c.pulling", "Well now you've done it, haven't you? SharedPullableComponent on {0} didn't have an IPhysBody.", Owner);
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return;
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}
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if (value != null)
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{
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// Pulling a new object : Perform sanity checks.
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if (!_canStartPull(value))
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{
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return;
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}
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if (!value.TryGetComponent<PhysicsComponent>(out var pullerPhysics))
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{
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return;
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}
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if (!value.TryGetComponent<SharedPullerComponent>(out var valuePuller))
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{
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return;
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}
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// Ensure that the puller is not currently pulling anything.
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// If this isn't done, then it happens too late, and the start/stop messages go out of order,
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// and next thing you know it thinks it's not pulling anything even though it is!
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var oldPulling = valuePuller.Pulling;
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if (oldPulling != null)
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{
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if (oldPulling.TryGetComponent(out SharedPullableComponent? pullable))
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{
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pullable.TryStopPull();
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}
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else
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{
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Logger.WarningS("c.go.c.pulling", "Well now you've done it, haven't you? Someone transferred pulling to this component (on {0}) while presently pulling something that has no Pullable component (on {1})!", Owner, oldPulling);
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return;
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}
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}
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// Continue with pulling process.
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var pullAttempt = new PullAttemptMessage(pullerPhysics, _physics);
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value.SendMessage(null, pullAttempt);
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if (pullAttempt.Cancelled)
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{
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return;
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}
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Owner.SendMessage(null, pullAttempt);
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if (pullAttempt.Cancelled)
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{
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return;
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}
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// Pull start confirm
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_puller = value;
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Dirty();
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_pullerPhysics = pullerPhysics;
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var message = new PullStartedMessage(_pullerPhysics, _physics);
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_puller.SendMessage(null, message);
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Owner.SendMessage(null, message);
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_puller.EntityManager.EventBus.RaiseEvent(EventSource.Local, message);
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var union = _pullerPhysics.GetWorldAABB().Union(_physics.GetWorldAABB());
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var length = Math.Max(union.Size.X, union.Size.Y) * 0.75f;
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_physics.WakeBody();
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_pullJoint = pullerPhysics.CreateDistanceJoint(_physics);
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// _physics.BodyType = BodyType.Kinematic; // TODO: Need to consider their original bodytype
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_pullJoint.CollideConnected = true;
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_pullJoint.Length = length * 0.75f;
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_pullJoint.MaxLength = length;
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}
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// Code here will not run if pulling a new object was attempted and failed because of the returns from the refactor.
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}
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}
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public bool BeingPulled => Puller != null;
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/// <summary>
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/// Sanity-check pull. This is called from Puller setter, so it will never deny a pull that's valid by setting Puller.
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/// It might allow an impossible pull (i.e: puller has no PhysicsComponent somehow).
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/// Ultimately this is only used separately to stop TryStartPull from cancelling a pull for no reason.
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/// </summary>
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private bool _canStartPull(IEntity puller)
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{
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if (!puller.HasComponent<SharedPullerComponent>())
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{
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return false;
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}
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if (_physics == null)
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{
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return false;
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}
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if (_physics.Anchored)
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{
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return false;
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}
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if (puller == Owner)
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{
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return false;
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}
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if (!puller.IsInSameOrNoContainer(Owner))
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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 TryStartPull(IEntity puller)
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{
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if (!_canStartPull(puller))
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{
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return false;
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}
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TryStopPull();
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Puller = puller;
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if (Puller != puller)
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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 TryStopPull()
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{
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if (!BeingPulled)
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{
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return false;
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}
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if (_physics != null && _pullJoint != null)
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{
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_physics.RemoveJoint(_pullJoint);
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}
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_pullJoint = null;
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Puller = null;
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return true;
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}
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public bool TogglePull(IEntity puller)
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{
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if (BeingPulled)
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{
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if (Puller == puller)
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{
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return TryStopPull();
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}
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else
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{
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TryStopPull();
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return TryStartPull(puller);
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}
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}
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return TryStartPull(puller);
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}
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public bool TryMoveTo(EntityCoordinates to)
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{
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if (Puller == null)
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{
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return false;
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}
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if (_physics == null)
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{
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return false;
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}
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/*
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if (!_physics.TryGetController(out PullController controller))
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{
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return false;
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}
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*/
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return true;
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//return controller.TryMoveTo(Puller.Transform.Coordinates, to);
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new PullableComponentState(Puller?.Uid);
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState is not PullableComponentState state)
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{
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return;
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}
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if (state.Puller == null)
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{
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Puller = null;
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return;
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}
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if (!Owner.EntityManager.TryGetEntity(state.Puller.Value, out var entity))
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{
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Logger.Error($"Invalid entity {state.Puller.Value} for pulling");
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return;
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}
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Puller = entity;
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}
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public override void HandleMessage(ComponentMessage message, IComponent? component)
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{
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base.HandleMessage(message, component);
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if (message is not PullMessage pullMessage ||
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pullMessage.Pulled.Owner != Owner)
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{
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return;
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}
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SharedAlertsComponent? pulledStatus = Owner.GetComponentOrNull<SharedAlertsComponent>();
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switch (message)
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{
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case PullStartedMessage msg:
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if (pulledStatus != null)
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{
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pulledStatus.ShowAlert(AlertType.Pulled);
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}
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break;
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case PullStoppedMessage msg:
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if (pulledStatus != null)
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{
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pulledStatus.ClearAlert(AlertType.Pulled);
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}
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break;
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}
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}
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private void OnClickAlert(ClickAlertEventArgs args)
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{
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EntitySystem
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.Get<SharedPullingSystem>()
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.GetPulled(args.Player)?
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.GetComponentOrNull<SharedPullableComponent>()?
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.TryStopPull();
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}
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public override void OnRemove()
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{
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TryStopPull();
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base.OnRemove();
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}
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public bool PreventCollide(IPhysBody collidedWith)
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{
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if (_puller == null || _physics == null)
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{
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return false;
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}
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return (_physics.CollisionLayer & collidedWith.CollisionMask) == (int) CollisionGroup.MobImpassable;
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}
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}
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[Serializable, NetSerializable]
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public class PullableComponentState : ComponentState
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{
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public readonly EntityUid? Puller;
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public PullableComponentState(EntityUid? puller) : base(ContentNetIDs.PULLABLE)
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{
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Puller = puller;
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}
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}
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}
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