* Functioning ECS verbs Currently only ID card console works. * Changed verb types and allow ID card insertions * Verb GUI sorting and verb networking * More networking, and shared components * Clientside verbs work now. * Verb enums changed to bitmask flags * Verb Categories redo * Fix range check * GasTank Verb * Remove unnecessary bodypart verb * Buckle Verb * buckle & unbuckle verbs * Updated range checks * Item cabinet verbs * Add range user override * construction verb * Chemistry machine verbs * Climb Verb * Generalise pulled entity verbs * ViewVariables Verb * rejuvenate, delete, sentient, control verbs * Outfit verb * inrangeunoccluded and tubedirection verbs * attach-to verbs * remove unused verbs and move VV * Rename DebugVerbSystem * Ghost role and pointing verbs * Remove global verbs * Allow verbs to raise events * Changing categories and simplifying debug verbs * Add rotate and flip verbs * fix rejuvenate test * redo context menu * new Add Gas debug verb * Add Set Temperature debug verb * Uncuff verb * Disposal unit verbs * Add pickup verb * lock/unlock verb * Remove verb type, add specific verb events * rename verb messages -> events * Context menu displays verbs by interaction type * Updated context menu HandleMove previously, checked if entities moved 1 tile from click location. Now checks if entities moved out of view. Now you can actually right-click interact with yourself while walking! * Misc Verb menu GUI changes * Fix non-human/ghost verbs * Update types and categories * Allow non-ghost/human to open context menu * configuration verb * tagger verb * Morgue Verbs * Medical Scanner Verbs * Fix solution refactor merge issues * Fix context menu in-view check * Remove prepare GUI * Redo verb restrictions * Fix context menu UI * Disposal Verbs * Spill verb * Light verb * Hand Held light verb * power cell verbs * storage verbs and adding names to insert/eject * Pulling verb * Close context menu on verb execution * Strip verb * AmmoBox verb * fix pull verb * gun barrel verbs revolver verb energy weapon verbs Bolt action verb * Magazine gun barrel verbs * Add charger verbs * PDA verbs * Transfer amount verb * Add reagent verb * make alt-click use ECS verbs * Delete old verb files * Magboot verb * finalising tweaks * context menu visibility changes * code cleanup * Update AdminAddReagentUI.cs * Remove HasFlag * Consistent verb keys * Remove Linq, add comment * Fix in-inventory check * Update GUI text alignment and padding * Added close-menu option * Changed some "interaction" verbs to "activation" * Remove verb keys, use sorted sets * fix master merge * update some verb text * Undo Changes Remove some new verbs that can be added later undid some .ftl bugfixes, can and should be done separately * fix merge * Undo file rename * fix merge * Misc Cleanup * remove contraction * Fix keybinding issue * fix comment * merge fix * fix merge * fix merge * fix merge * fix merge * fix open-close verbs * adjust uncuff verb * fix merge and undo the renaming of SharedPullableComponent to PullableComponent. I'm tired of all of those merge conflicts
279 lines
9.2 KiB
C#
279 lines
9.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Alert;
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using Content.Shared.GameTicking;
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using Content.Shared.Input;
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using Content.Shared.Physics.Pull;
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using Content.Shared.Pulling.Components;
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using Content.Shared.Pulling.Events;
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using Content.Shared.Rotatable;
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using JetBrains.Annotations;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Players;
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using Robust.Shared.IoC;
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using Content.Shared.Verbs;
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using Robust.Shared.Localization;
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namespace Content.Shared.Pulling
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{
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[UsedImplicitly]
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public abstract partial class SharedPullingSystem : EntitySystem
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{
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[Dependency] private readonly SharedPullingStateManagementSystem _pullSm = default!;
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/// <summary>
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/// A mapping of pullers to the entity that they are pulling.
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/// </summary>
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private readonly Dictionary<IEntity, IEntity> _pullers =
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new();
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private readonly HashSet<SharedPullableComponent> _moving = new();
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private readonly HashSet<SharedPullableComponent> _stoppedMoving = new();
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/// <summary>
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/// If distance between puller and pulled entity lower that this threshold,
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/// pulled entity will not change its rotation.
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/// Helps with small distance jittering
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/// </summary>
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private const float ThresholdRotDistance = 1;
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/// <summary>
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/// If difference between puller and pulled angle lower that this threshold,
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/// pulled entity will not change its rotation.
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/// Helps with diagonal movement jittering
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/// </summary>
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private const float ThresholdRotAngle = 30;
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public IReadOnlySet<SharedPullableComponent> Moving => _moving;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RoundRestartCleanupEvent>(Reset);
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SubscribeLocalEvent<PullStartedMessage>(OnPullStarted);
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SubscribeLocalEvent<PullStoppedMessage>(OnPullStopped);
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SubscribeLocalEvent<MoveEvent>(PullerMoved);
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SubscribeLocalEvent<EntInsertedIntoContainerMessage>(HandleContainerInsert);
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SubscribeLocalEvent<SharedPullableComponent, PullStartedMessage>(PullableHandlePullStarted);
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SubscribeLocalEvent<SharedPullableComponent, PullStoppedMessage>(PullableHandlePullStopped);
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SubscribeLocalEvent<SharedPullableComponent, GetOtherVerbsEvent>(AddPullVerbs);
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.MovePulledObject, new PointerInputCmdHandler(HandleMovePulledObject))
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.Register<SharedPullingSystem>();
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}
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private void AddPullVerbs(EntityUid uid, SharedPullableComponent component, GetOtherVerbsEvent args)
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{
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if (args.Hands == null || !args.CanAccess || !args.CanInteract)
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return;
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// Are they trying to pull themselves up by their bootstraps?
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if (args.User == args.Target)
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return;
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//TODO VERB ICONS add pulling icon
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if (component.Puller == args.User)
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{
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Verb verb = new();
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verb.Text = Loc.GetString("pulling-verb-get-data-text-stop-pulling");
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verb.Act = () => TryStopPull(component, args.User);
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args.Verbs.Add(verb);
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}
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else if (CanPull(args.User, args.Target))
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{
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Verb verb = new();
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verb.Text = Loc.GetString("pulling-verb-get-data-text");
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verb.Act = () => TryStartPull(args.User, args.Target);
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args.Verbs.Add(verb);
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}
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}
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// Raise a "you are being pulled" alert if the pulled entity has alerts.
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private static void PullableHandlePullStarted(EntityUid uid, SharedPullableComponent component, PullStartedMessage args)
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{
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if (args.Pulled.Owner.Uid != uid)
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return;
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if (component.Owner.TryGetComponent(out SharedAlertsComponent? alerts))
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alerts.ShowAlert(AlertType.Pulled);
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}
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private static void PullableHandlePullStopped(EntityUid uid, SharedPullableComponent component, PullStoppedMessage args)
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{
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if (args.Pulled.Owner.Uid != uid)
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return;
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if (component.Owner.TryGetComponent(out SharedAlertsComponent? alerts))
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alerts.ClearAlert(AlertType.Pulled);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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_moving.ExceptWith(_stoppedMoving);
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_stoppedMoving.Clear();
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}
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public void Reset(RoundRestartCleanupEvent ev)
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{
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_pullers.Clear();
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_moving.Clear();
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_stoppedMoving.Clear();
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}
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private void OnPullStarted(PullStartedMessage message)
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{
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SetPuller(message.Puller.Owner, message.Pulled.Owner);
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}
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private void OnPullStopped(PullStoppedMessage message)
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{
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RemovePuller(message.Puller.Owner);
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}
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protected void OnPullableMove(EntityUid uid, SharedPullableComponent component, PullableMoveMessage args)
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{
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_moving.Add(component);
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}
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protected void OnPullableStopMove(EntityUid uid, SharedPullableComponent component, PullableStopMovingMessage args)
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{
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_stoppedMoving.Add(component);
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}
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private void PullerMoved(ref MoveEvent ev)
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{
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var puller = ev.Sender;
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if (!TryGetPulled(ev.Sender, out var pulled))
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{
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return;
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}
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// The pulled object may have already been deleted.
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// TODO: Work out why. Monkey + meat spike is a good test for this,
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// assuming you're still pulling the monkey when it gets gibbed.
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if (pulled.Deleted)
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{
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return;
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}
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if (!pulled.TryGetComponent(out IPhysBody? physics))
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{
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return;
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}
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UpdatePulledRotation(puller, pulled);
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physics.WakeBody();
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if (pulled.TryGetComponent(out SharedPullableComponent? pullable))
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{
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_pullSm.ForceSetMovingTo(pullable, null);
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}
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}
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// TODO: When Joint networking is less shitcodey fix this to use a dedicated joints message.
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private void HandleContainerInsert(EntInsertedIntoContainerMessage message)
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{
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if (message.Entity.TryGetComponent(out SharedPullableComponent? pullable))
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{
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TryStopPull(pullable);
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}
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if (message.Entity.TryGetComponent(out SharedPullerComponent? puller))
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{
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if (puller.Pulling == null) return;
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if (!puller.Pulling.TryGetComponent(out SharedPullableComponent? pulling))
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{
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return;
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}
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TryStopPull(pulling);
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}
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}
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private bool HandleMovePulledObject(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
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{
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var player = session?.AttachedEntity;
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if (player == null)
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{
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return false;
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}
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if (!TryGetPulled(player, out var pulled))
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{
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return false;
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}
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if (!pulled.TryGetComponent(out SharedPullableComponent? pullable))
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{
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return false;
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}
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TryMoveTo(pullable, coords.ToMap(EntityManager));
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return false;
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}
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private void SetPuller(IEntity puller, IEntity pulled)
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{
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_pullers[puller] = pulled;
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}
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private bool RemovePuller(IEntity puller)
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{
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return _pullers.Remove(puller);
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}
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public IEntity? GetPulled(IEntity by)
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{
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return _pullers.GetValueOrDefault(by);
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}
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public bool TryGetPulled(IEntity by, [NotNullWhen(true)] out IEntity? pulled)
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{
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return (pulled = GetPulled(by)) != null;
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}
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public bool IsPulling(IEntity puller)
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{
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return _pullers.ContainsKey(puller);
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}
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private void UpdatePulledRotation(IEntity puller, IEntity pulled)
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{
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// TODO: update once ComponentReference works with directed event bus.
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if (!pulled.TryGetComponent(out RotatableComponent? rotatable))
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return;
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if (!rotatable.RotateWhilePulling)
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return;
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var dir = puller.Transform.WorldPosition - pulled.Transform.WorldPosition;
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if (dir.LengthSquared > ThresholdRotDistance * ThresholdRotDistance)
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{
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var oldAngle = pulled.Transform.WorldRotation;
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var newAngle = Angle.FromWorldVec(dir);
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var diff = newAngle - oldAngle;
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if (Math.Abs(diff.Degrees) > ThresholdRotAngle)
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pulled.Transform.WorldRotation = newAngle;
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}
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}
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}
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}
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