Files
tbd-station-14/Content.Shared/Singularity/EntitySystems/SharedEventHorizonSystem.cs
TemporalOroboros 9a72b05a50 Splits the singularity into its component parts + ECS singularity + Support for singularities in containers. (#12132)
* InitialCommit (Broken)

* Fixes compile errors

* PR comments. More doc comments. Fixes

* Makes a singularity/event horizon without radiation/physics a valid state to be in

* VV 'fake' setters, fixes the visualizer, fixes the singularity trying to eat itself instead of nearby things.

* Removes unused dependency from Content.Client.GravityWellSystem

* Testing containment and fake VV setters for SingularityGeneratorComponent

* Fixes gravity wells (broken due to LookupFlags.None). Adds recursive Event Horizon consumption

* Fix merge skew

* Fixes for the master merge

* Fix engine commit

* Dirty is obsolete

* Switch over dirty

* Fix requested changes

* ambiant -> ambient

* Moves EventHorionComponent to Shared

* Proper container handling

* Fixes master merge. Fixes post insertion assertions for singularities. Extends proper container handling to gravity wells and the distortion shader.

* Better support for admemes throwing singularities.

* Moves update timing from accumulators to target times

* Update doc comments
2022-12-19 20:47:15 -06:00

207 lines
9.0 KiB
C#

using Robust.Shared.Map.Components;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
using Content.Shared.Ghost;
using Content.Shared.Singularity.Components;
namespace Content.Shared.Singularity.EntitySystems;
/// <summary>
/// The entity system primarily responsible for managing <see cref="EventHorizonComponent"/>s.
/// </summary>
public abstract class SharedEventHorizonSystem : EntitySystem
{
#region Dependencies
[Dependency] private readonly FixtureSystem _fixtures = default!;
[Dependency] protected readonly IViewVariablesManager Vvm = default!;
#endregion Dependencies
public override void Initialize()
{
base.Initialize();
// Allows for predicted collisions with singularities.
SubscribeLocalEvent<EventHorizonComponent, ComponentStartup>(OnEventHorizonStartup);
SubscribeLocalEvent<EventHorizonComponent, PreventCollideEvent>(OnPreventCollide);
var vvHandle = Vvm.GetTypeHandler<EventHorizonComponent>();
vvHandle.AddPath(nameof(EventHorizonComponent.Radius), (_, comp) => comp.Radius, (uid, value, comp) => SetRadius(uid, value, eventHorizon: comp));
vvHandle.AddPath(nameof(EventHorizonComponent.CanBreachContainment), (_, comp) => comp.CanBreachContainment, (uid, value, comp) => SetCanBreachContainment(uid, value, eventHorizon: comp));
vvHandle.AddPath(nameof(EventHorizonComponent.HorizonFixtureId), (_, comp) => comp.HorizonFixtureId, (uid, value, comp) => SetHorizonFixtureId(uid, value, eventHorizon: comp));
}
public override void Shutdown()
{
var vvHandle = Vvm.GetTypeHandler<EventHorizonComponent>();
vvHandle.RemovePath(nameof(EventHorizonComponent.Radius));
vvHandle.RemovePath(nameof(EventHorizonComponent.CanBreachContainment));
vvHandle.RemovePath(nameof(EventHorizonComponent.HorizonFixtureId));
base.Shutdown();
}
#region Getters/Setters
/// <summary>
/// Setter for <see cref="EventHorizonComponent.Radius"/>
/// May also update the fixture associated with the event horizon.
/// </summary>
/// <param name="uid">The uid of the event horizon to change the radius of.</param>
/// <param name="value">The new radius of the event horizon.</param>
/// <param name="updateFixture">Whether to update the associated fixture upon changing the radius of the event horizon.</param>
/// <param name="eventHorizon">The state of the event horizon to change the radius of.</param>
public void SetRadius(EntityUid uid, float value, bool updateFixture = true, EventHorizonComponent? eventHorizon = null)
{
if(!Resolve(uid, ref eventHorizon))
return;
var oldValue = eventHorizon.Radius;
if (value == oldValue)
return;
eventHorizon.Radius = value;
EntityManager.Dirty(eventHorizon);
if (updateFixture)
UpdateEventHorizonFixture(uid, eventHorizon: eventHorizon);
}
/// <summary>
/// Setter for <see cref="EventHorizonComponent.CanBreachContainment"/>
/// May also update the fixture associated with the event horizon.
/// </summary>
/// <param name="uid">The uid of the event horizon to make (in)capable of breaching containment.</param>
/// <param name="value">Whether the event horizon should be able to breach containment.</param>
/// <param name="updateFixture">Whether to update the associated fixture upon changing whether the event horizon can breach containment.</param>
/// <param name="eventHorizon">The state of the event horizon to make (in)capable of breaching containment.</param>
public void SetCanBreachContainment(EntityUid uid, bool value, bool updateFixture = true, EventHorizonComponent? eventHorizon = null)
{
if(!Resolve(uid, ref eventHorizon))
return;
var oldValue = eventHorizon.CanBreachContainment;
if (value == oldValue)
return;
eventHorizon.CanBreachContainment = value;
EntityManager.Dirty(eventHorizon);
if (updateFixture)
UpdateEventHorizonFixture(uid, eventHorizon: eventHorizon);
}
/// <summary>
/// Setter for <see cref="EventHorizonComponent.HorizonFixtureId"/>
/// May also update the fixture associated with the event horizon.
/// </summary>
/// <param name="uid">The uid of the event horizon with the fixture ID to change.</param>
/// <param name="value">The new fixture ID to associate the event horizon with.</param>
/// <param name="updateFixture">Whether to update the associated fixture upon changing whether the event horizon can breach containment.</param>
/// <param name="eventHorizon">The state of the event horizon with the fixture ID to change.</param>
public void SetHorizonFixtureId(EntityUid uid, string? value, bool updateFixture = true, EventHorizonComponent? eventHorizon = null)
{
if(!Resolve(uid, ref eventHorizon))
return;
var oldValue = eventHorizon.HorizonFixtureId;
if (value == oldValue)
return;
eventHorizon.HorizonFixtureId = value;
EntityManager.Dirty(eventHorizon);
if (updateFixture)
UpdateEventHorizonFixture(uid, eventHorizon: eventHorizon);
}
/// <summary>
/// Updates the state of the fixture associated with the event horizon.
/// </summary>
/// <param name="eventHorizon">The uid of the event horizon associated with the fixture to update.</param>
/// <param name="fixtures">The physics component containing the fixture to update.</param>
/// <param name="eventHorizon">The state of the event horizon associated with the fixture to update.</param>
public void UpdateEventHorizonFixture(EntityUid uid, PhysicsComponent? fixtures = null, EventHorizonComponent? eventHorizon = null)
{
if(!Resolve(uid, ref eventHorizon))
return;
var fixtureId = eventHorizon.HorizonFixtureId;
if (fixtureId == null || !Resolve(eventHorizon.Owner, ref fixtures, logMissing: false))
return;
var fixture = _fixtures.GetFixtureOrNull(fixtures, fixtureId);
if (fixture == null)
return;
var shape = (PhysShapeCircle)fixture.Shape;
shape.Radius = eventHorizon.Radius;
fixture.Hard = !eventHorizon.CanBreachContainment;
EntityManager.Dirty(fixtures);
}
#endregion Getters/Setters
#region EventHandlers
/// <summary>
/// Syncs the state of the fixture associated with the event horizon upon startup.
/// </summary>
/// <param name="uid">The entity that has just gained an event horizon component.</param>
/// <param name="comp">The event horizon component that is starting up.</param>
/// <param name="args">The event arguments.</param>
private void OnEventHorizonStartup(EntityUid uid, EventHorizonComponent comp, ComponentStartup args)
{
UpdateEventHorizonFixture(uid, eventHorizon: comp);
}
/// <summary>
/// Prevents the event horizon from colliding with anything it cannot consume.
/// Most notably map grids and ghosts.
/// Also makes event horizons phase through containment if it can breach.
/// </summary>
/// <param name="uid">The entity that is trying to collide with another entity.</param>
/// <param name="comp">The event horizon of the former.</param>
/// <param name="args">The event arguments.</param>
private void OnPreventCollide(EntityUid uid, EventHorizonComponent comp, ref PreventCollideEvent args)
{
if(!args.Cancelled)
PreventCollide(uid, comp, ref args);
}
/// <summary>
/// The actual, functional part of SharedEventHorizonSystem.OnPreventCollide.
/// The return value allows for overrides to early return if the base successfully handles collision prevention.
/// </summary>
/// <param name="uid">The entity that is trying to collide with another entity.</param>
/// <param name="comp">The event horizon of the former.</param>
/// <param name="args">The event arguments.</param>
/// <returns>A bool indicating whether the collision prevention has been handled.</return>
protected virtual bool PreventCollide(EntityUid uid, EventHorizonComponent comp, ref PreventCollideEvent args)
{
var otherUid = args.BodyB.Owner;
// For prediction reasons always want the client to ignore these.
if (EntityManager.HasComponent<MapGridComponent>(otherUid) ||
EntityManager.HasComponent<SharedGhostComponent>(otherUid))
{
args.Cancelled = true;
return true;
}
// If we can, breach containment
// otherwise, check if it's containment and just keep the collision
if (EntityManager.HasComponent<SharedContainmentFieldComponent>(otherUid) ||
EntityManager.HasComponent<SharedContainmentFieldGeneratorComponent>(otherUid))
{
if (comp.CanBreachContainment)
args.Cancelled = true;
return true;
}
return false;
}
#endregion EventHandlers
}