Files
tbd-station-14/Content.Shared/GameObjects/EntitySystems/ThrownItemSystem.cs
metalgearsloth 4d064abcd7 Physics (#3485)
* 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>
2021-03-08 04:09:59 +11:00

105 lines
3.3 KiB
C#

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