171 lines
5.7 KiB
C#
171 lines
5.7 KiB
C#
using Content.Server.Explosion.Components;
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using Content.Shared.Physics;
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using Content.Shared.Trigger;
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using Robust.Server.GameObjects;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Utility;
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namespace Content.Server.Explosion.EntitySystems;
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public sealed partial class TriggerSystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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/// <summary>
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/// Anything that has stuff touching it (to check speed) or is on cooldown.
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/// </summary>
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private HashSet<TriggerOnProximityComponent> _activeProximities = new();
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private void InitializeProximity()
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{
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SubscribeLocalEvent<TriggerOnProximityComponent, StartCollideEvent>(OnProximityStartCollide);
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SubscribeLocalEvent<TriggerOnProximityComponent, EndCollideEvent>(OnProximityEndCollide);
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SubscribeLocalEvent<TriggerOnProximityComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<TriggerOnProximityComponent, ComponentShutdown>(OnProximityShutdown);
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// Shouldn't need re-anchoring.
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SubscribeLocalEvent<TriggerOnProximityComponent, AnchorStateChangedEvent>(OnProximityAnchor);
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}
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private void OnProximityAnchor(EntityUid uid, TriggerOnProximityComponent component, ref AnchorStateChangedEvent args)
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{
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component.Enabled = !component.RequiresAnchored ||
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args.Anchored;
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SetProximityAppearance(uid, component);
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if (!component.Enabled)
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{
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_activeProximities.Remove(component);
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component.Colliding.Clear();
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}
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// Re-check for contacts as we cleared them.
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else if (TryComp<PhysicsComponent>(uid, out var body))
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{
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_broadphase.RegenerateContacts(body);
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}
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}
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private void OnProximityShutdown(EntityUid uid, TriggerOnProximityComponent component, ComponentShutdown args)
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{
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_activeProximities.Remove(component);
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component.Colliding.Clear();
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}
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private void OnMapInit(EntityUid uid, TriggerOnProximityComponent component, MapInitEvent args)
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{
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component.Enabled = !component.RequiresAnchored ||
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EntityManager.GetComponent<TransformComponent>(uid).Anchored;
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SetProximityAppearance(uid, component);
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if (!TryComp<PhysicsComponent>(uid, out var body))
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return;
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_fixtures.TryCreateFixture(
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uid,
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component.Shape,
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TriggerOnProximityComponent.FixtureID,
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hard: false,
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// TODO: Should probably have these settable via datafield but I'm lazy and it's a pain
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collisionLayer: (int) (CollisionGroup.MidImpassable | CollisionGroup.LowImpassable | CollisionGroup.HighImpassable));
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}
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private void OnProximityStartCollide(EntityUid uid, TriggerOnProximityComponent component, ref StartCollideEvent args)
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{
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if (args.OurFixture.ID != TriggerOnProximityComponent.FixtureID) return;
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_activeProximities.Add(component);
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component.Colliding.Add(args.OtherFixture.Body);
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}
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private static void OnProximityEndCollide(EntityUid uid, TriggerOnProximityComponent component, ref EndCollideEvent args)
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{
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if (args.OurFixture.ID != TriggerOnProximityComponent.FixtureID) return;
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component.Colliding.Remove(args.OtherFixture.Body);
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}
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private void SetProximityAppearance(EntityUid uid, TriggerOnProximityComponent component)
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{
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if (EntityManager.TryGetComponent(uid, out AppearanceComponent? appearance))
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{
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_appearance.SetData(uid, ProximityTriggerVisualState.State, component.Enabled ? ProximityTriggerVisuals.Inactive : ProximityTriggerVisuals.Off, appearance);
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}
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}
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private void Activate(TriggerOnProximityComponent component)
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{
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DebugTools.Assert(component.Enabled);
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if (!component.Repeating)
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{
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component.Enabled = false;
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_activeProximities.Remove(component);
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component.Colliding.Clear();
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}
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else
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{
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component.Accumulator += component.Cooldown;
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}
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if (EntityManager.TryGetComponent(component.Owner, out AppearanceComponent? appearance))
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{
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_appearance.SetData(appearance.Owner, ProximityTriggerVisualState.State, ProximityTriggerVisuals.Active, appearance);
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}
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Trigger(component.Owner);
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}
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private void UpdateProximity(float frameTime)
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{
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var toRemove = new RemQueue<TriggerOnProximityComponent>();
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foreach (var comp in _activeProximities)
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{
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MetaDataComponent? metadata = null;
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if (Deleted(comp.Owner, metadata))
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{
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toRemove.Add(comp);
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continue;
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}
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SetProximityAppearance(comp.Owner, comp);
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if (Paused(comp.Owner, metadata)) continue;
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comp.Accumulator -= frameTime;
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if (comp.Accumulator > 0f) continue;
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// Only remove it from accumulation when nothing colliding anymore.
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if (!comp.Enabled || comp.Colliding.Count == 0)
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{
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comp.Accumulator = 0f;
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toRemove.Add(comp);
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continue;
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}
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// Alright now that we have no cd check everything in range.
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foreach (var colliding in comp.Colliding)
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{
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if (Deleted(colliding.Owner)) continue;
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if (colliding.LinearVelocity.Length < comp.TriggerSpeed) continue;
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// Trigger!
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Activate(comp);
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break;
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}
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}
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foreach (var prox in toRemove)
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{
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_activeProximities.Remove(prox);
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}
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}
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}
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