Files
tbd-station-14/Content.Shared/GameObjects/EntitySystems/SharedMoverSystem.cs
DrSmugleaf 0a82aba88e Add pulling (#1409)
* Initial framework for pulling.

* Make it possible to pull items via (temporary) keybind Ctrl+Click, make items follow the player correctly.

* Make other objects pullable, implement functionality for moving an object being pulled, make only one object able to be pulled at a time.

* Make sure that MoveTo won't allow collisions with the player

* Update everything to work with the new physics engine

* Update Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs

Co-authored-by: ComicIronic <comicironic@gmail.com>

* Physics update and convert to direct type casts

* Add notnull checks

* Add pull keybinds to the tutorial window

* Move PullController to shared

* Fix pulled items getting left behind

* Fix moving pulled objects into walls

* Remove flooring of coordinates when moving pulled objects

* Add missing null check in PutInHand

* Change pulling keybind to control and throwing to alt

* Change PhysicsComponent references to IPhysicsComponent

* Add trying to pull a pulled entity disabling the pull

* Add pulled status effect

* Fix merge conflicts

* Merge fixes

* Make players pullable

* Fix being able to pull yourself

* Change pull moving to use a velocity

* Update pulled and pulling icons to not be buckle

A tragedy

* Make pulled and pulling icons more consistent

* Remove empty not pulled and not pulling images

* Pulled icon update

* Pulled icon update

* Add clicking pulling status effect to stop the pull

* Fix spacewalking when pulling

* Merge conflict fixes

* Add a pull verb

* Fix nullable error

* Add pulling through the entity drop down menu

Co-authored-by: Jackson Lewis <inquisitivepenguin@protonmail.com>
Co-authored-by: ComicIronic <comicironic@gmail.com>
2020-07-27 00:54:32 +02:00

237 lines
8.1 KiB
C#

#nullable enable
using System.Diagnostics.CodeAnalysis;
using Content.Shared.GameObjects.Components.Items;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.Physics;
using Robust.Shared.Configuration;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Input;
using Robust.Shared.Input.Binding;
using Robust.Shared.Interfaces.Configuration;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.Interfaces.Physics;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Players;
namespace Content.Shared.GameObjects.EntitySystems
{
public abstract class SharedMoverSystem : EntitySystem
{
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IPhysicsManager _physicsManager = default!;
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
public override void Initialize()
{
base.Initialize();
EntityQuery = new TypeEntityQuery(typeof(IMoverComponent));
var moveUpCmdHandler = new MoverDirInputCmdHandler(Direction.North);
var moveLeftCmdHandler = new MoverDirInputCmdHandler(Direction.West);
var moveRightCmdHandler = new MoverDirInputCmdHandler(Direction.East);
var moveDownCmdHandler = new MoverDirInputCmdHandler(Direction.South);
CommandBinds.Builder
.Bind(EngineKeyFunctions.MoveUp, moveUpCmdHandler)
.Bind(EngineKeyFunctions.MoveLeft, moveLeftCmdHandler)
.Bind(EngineKeyFunctions.MoveRight, moveRightCmdHandler)
.Bind(EngineKeyFunctions.MoveDown, moveDownCmdHandler)
.Bind(EngineKeyFunctions.Walk, new WalkInputCmdHandler())
.Register<SharedMoverSystem>();
_configurationManager.RegisterCVar("game.diagonalmovement", true, CVar.ARCHIVE);
}
/// <inheritdoc />
public override void Shutdown()
{
CommandBinds.Unregister<SharedMoverSystem>();
base.Shutdown();
}
protected void UpdateKinematics(ITransformComponent transform, IMoverComponent mover, IPhysicsComponent physics,
ICollidableComponent? collider = null)
{
physics.EnsureController<MoverController>();
var weightless = !transform.Owner.HasComponent<MovementIgnoreGravityComponent>() &&
_physicsManager.IsWeightless(transform.GridPosition);
if (weightless && collider != null)
{
// No gravity: is our entity touching anything?
var touching = IsAroundCollider(transform, mover, collider);
if (!touching)
{
return;
}
}
// TODO: movement check.
var (walkDir, sprintDir) = mover.VelocityDir;
var combined = walkDir + sprintDir;
if (combined.LengthSquared < 0.001 || !ActionBlockerSystem.CanMove(mover.Owner) && !weightless)
{
if (physics.TryGetController(out MoverController controller))
{
controller.StopMoving();
}
}
else
{
//Console.WriteLine($"{IoCManager.Resolve<IGameTiming>().TickStamp}: {combined}");
if (weightless)
{
if (physics.TryGetController(out MoverController controller))
{
controller.Push(combined, mover.CurrentPushSpeed);
}
transform.LocalRotation = walkDir.GetDir().ToAngle();
return;
}
var total = walkDir * mover.CurrentWalkSpeed + sprintDir * mover.CurrentSprintSpeed;
//Console.WriteLine($"{walkDir} ({mover.CurrentWalkSpeed}) + {sprintDir} ({mover.CurrentSprintSpeed}): {total}");
{if (physics.TryGetController(out MoverController controller))
{
controller.Move(total, 1);
}}
transform.LocalRotation = total.GetDir().ToAngle();
HandleFootsteps(mover);
}
}
protected virtual void HandleFootsteps(IMoverComponent mover)
{
}
private bool IsAroundCollider(ITransformComponent transform, IMoverComponent mover,
ICollidableComponent collider)
{
foreach (var entity in _entityManager.GetEntitiesInRange(transform.Owner, mover.GrabRange, true))
{
if (entity == transform.Owner)
{
continue; // Don't try to push off of yourself!
}
if (!entity.TryGetComponent<ICollidableComponent>(out var otherCollider))
{
continue;
}
// Don't count pulled entities
if (otherCollider.HasController<PullController>())
{
continue;
}
// TODO: Item check.
var touching = ((collider.CollisionMask & otherCollider.CollisionLayer) != 0x0
|| (otherCollider.CollisionMask & collider.CollisionLayer) != 0x0) // Ensure collision
&& !entity.HasComponent<IItemComponent>(); // This can't be an item
if (touching)
{
return true;
}
}
return false;
}
private static void HandleDirChange(ICommonSession? session, Direction dir, ushort subTick, bool state)
{
if (!TryGetAttachedComponent<IMoverComponent>(session, out var moverComp))
return;
var owner = session?.AttachedEntity;
if (owner != null)
{
foreach (var comp in owner.GetAllComponents<IRelayMoveInput>())
{
comp.MoveInputPressed(session);
}
}
moverComp.SetVelocityDirection(dir, subTick, state);
}
private static void HandleRunChange(ICommonSession? session, ushort subTick, bool walking)
{
if (!TryGetAttachedComponent<IMoverComponent>(session, out var moverComp))
{
return;
}
moverComp.SetSprinting(subTick, walking);
}
private static bool TryGetAttachedComponent<T>(ICommonSession? session, [MaybeNullWhen(false)] out T component)
where T : IComponent
{
component = default;
var ent = session?.AttachedEntity;
if (ent == null || !ent.IsValid())
return false;
if (!ent.TryGetComponent(out T comp))
return false;
component = comp;
return true;
}
private sealed class MoverDirInputCmdHandler : InputCmdHandler
{
private readonly Direction _dir;
public MoverDirInputCmdHandler(Direction dir)
{
_dir = dir;
}
public override bool HandleCmdMessage(ICommonSession? session, InputCmdMessage message)
{
if (!(message is FullInputCmdMessage full))
{
return false;
}
HandleDirChange(session, _dir, message.SubTick, full.State == BoundKeyState.Down);
return false;
}
}
private sealed class WalkInputCmdHandler : InputCmdHandler
{
public override bool HandleCmdMessage(ICommonSession? session, InputCmdMessage message)
{
if (!(message is FullInputCmdMessage full))
{
return false;
}
HandleRunChange(session, full.SubTick, full.State == BoundKeyState.Down);
return false;
}
}
}
}