59 lines
2.4 KiB
C#
59 lines
2.4 KiB
C#
using System.Linq;
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using Content.Server.Explosion.Components;
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using Content.Server.Explosion.EntitySystems;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Physics.Events;
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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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private void InitializeTimedCollide()
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{
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SubscribeLocalEvent<TriggerOnTimedCollideComponent, StartCollideEvent>(OnTimerCollide);
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SubscribeLocalEvent<TriggerOnTimedCollideComponent, EndCollideEvent>(OnTimerEndCollide);
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SubscribeLocalEvent<TriggerOnTimedCollideComponent, ComponentRemove>(OnComponentRemove);
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}
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private void OnTimerCollide(EntityUid uid, TriggerOnTimedCollideComponent component, ref StartCollideEvent args)
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{
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//Ensures the entity trigger will have an active component
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EnsureComp<ActiveTriggerOnTimedCollideComponent>(uid);
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var otherUID = args.OtherFixture.Body.Owner;
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if (component.Colliding.ContainsKey(otherUID))
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return;
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component.Colliding.Add(otherUID, 0);
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}
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private void OnTimerEndCollide(EntityUid uid, TriggerOnTimedCollideComponent component, ref EndCollideEvent args)
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{
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var otherUID = args.OtherFixture.Body.Owner;
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component.Colliding.Remove(otherUID);
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if (component.Colliding.Count == 0 && HasComp<ActiveTriggerOnTimedCollideComponent>(uid))
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RemComp<ActiveTriggerOnTimedCollideComponent>(uid);
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}
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private void OnComponentRemove(EntityUid uid, TriggerOnTimedCollideComponent component, ComponentRemove args)
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{
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if (HasComp<ActiveTriggerOnTimedCollideComponent>(uid))
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RemComp<ActiveTriggerOnTimedCollideComponent>(uid);
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}
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private void UpdateTimedCollide(float frameTime)
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{
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foreach (var (activeTrigger, triggerOnTimedCollide) in EntityQuery<ActiveTriggerOnTimedCollideComponent, TriggerOnTimedCollideComponent>())
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{
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foreach (var (collidingEntity, collidingTimer) in triggerOnTimedCollide.Colliding)
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{
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triggerOnTimedCollide.Colliding[collidingEntity] += frameTime;
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if (collidingTimer > triggerOnTimedCollide.Threshold)
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{
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RaiseLocalEvent(activeTrigger.Owner, new TriggerEvent(activeTrigger.Owner, collidingEntity), true);
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triggerOnTimedCollide.Colliding[collidingEntity] -= triggerOnTimedCollide.Threshold;
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}
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}
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}
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}
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}
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