* 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>
105 lines
3.3 KiB
C#
105 lines
3.3 KiB
C#
#nullable enable
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.GameObjects.Components.Items;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics;
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namespace Content.Shared.GameObjects.EntitySystems
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{
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/// <summary>
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/// Handles throwing landing and collisions.
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/// </summary>
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public class ThrownItemSystem : EntitySystem
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{
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private List<IThrowCollide> _throwCollide = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PhysicsSleepMessage>(HandleSleep);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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UnsubscribeLocalEvent<PhysicsSleepMessage>();
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}
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private void HandleSleep(PhysicsSleepMessage message)
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{
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// TODO: Sub to ThrownitemComponent
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if (message.Body.Deleted || !message.Body.Owner.TryGetComponent(out ThrownItemComponent? thrownItem)) return;
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var user = thrownItem.Thrower;
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var landing = message.Body.Owner;
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var coordinates = landing.Transform.Coordinates;
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// LandInteraction
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// TODO: Refactor these to system messages
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var landMsg = new LandMessage(user, landing, coordinates);
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RaiseLocalEvent(landMsg);
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if (landMsg.Handled)
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{
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return;
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}
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var comps = landing.GetAllComponents<ILand>().ToArray();
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var landArgs = new LandEventArgs(user, coordinates);
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// Call Land on all components that implement the interface
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foreach (var comp in comps)
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{
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if (landing.Deleted) break;
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comp.Land(landArgs);
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}
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ComponentManager.RemoveComponent(landing.Uid, thrownItem);
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}
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/// <summary>
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/// Calls ThrowCollide on all components that implement the IThrowCollide interface
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/// on a thrown entity and the target entity it hit.
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/// </summary>
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public void ThrowCollideInteraction(IEntity? user, IPhysBody thrown, IPhysBody target)
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{
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// TODO: Just pass in the bodies directly
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var collideMsg = new ThrowCollideMessage(user, thrown.Entity, target.Entity);
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RaiseLocalEvent(collideMsg);
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if (collideMsg.Handled)
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{
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return;
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}
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var eventArgs = new ThrowCollideEventArgs(user, thrown.Entity, target.Entity);
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foreach (var comp in thrown.Entity.GetAllComponents<IThrowCollide>())
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{
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_throwCollide.Add(comp);
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}
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foreach (var collide in _throwCollide)
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{
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if (thrown.Entity.Deleted) break;
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collide.DoHit(eventArgs);
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}
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_throwCollide.Clear();
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foreach (var comp in target.Entity.GetAllComponents<IThrowCollide>())
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{
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_throwCollide.Add(comp);
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}
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foreach (var collide in _throwCollide)
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{
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if (target.Entity.Deleted) break;
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collide.HitBy(eventArgs);
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}
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_throwCollide.Clear();
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}
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}
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}
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