* Init Commit * Typos * Commit 2 * Save Interaction Test Mob from failing * ssss * Confident I've gotten all the correct prototypes * Whoops forgot to edit those * aaaaa * Better solution * Test fail fixes * Yaml fix * THE FINAL TEST FIX * Final fix(?) * whoops * Added a WeightlessnessChangedEvent * Check out this diff * Wait I'm dumb * Final optimization and don't duplicate code * Death to IsWeightless * File scoped namespaces * REVIEW * Fix test fails * FIX TEST FAILS REAL * A * Commit of doom * borgar * We don't need to specify on map init apparently * Fuck it * LOAD BEARING COMMENT --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
174 lines
6.3 KiB
C#
174 lines
6.3 KiB
C#
using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Events;
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using Content.Shared.Gravity;
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using Content.Shared.Slippery;
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using Content.Shared.Whitelist;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Physics.Systems;
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namespace Content.Shared.Movement.Systems;
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public sealed class SpeedModifierContactsSystem : EntitySystem
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{
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedGravitySystem _gravity = default!;
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[Dependency] private readonly MovementSpeedModifierSystem _speedModifierSystem = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
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// TODO full-game-save
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// Either these need to be processed before a map is saved, or slowed/slowing entities need to update on init.
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private readonly HashSet<EntityUid> _toUpdate = new();
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private readonly HashSet<EntityUid> _toRemove = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SpeedModifierContactsComponent, StartCollideEvent>(OnEntityEnter);
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SubscribeLocalEvent<SpeedModifierContactsComponent, EndCollideEvent>(OnEntityExit);
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SubscribeLocalEvent<SpeedModifiedByContactComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovementSpeedModifiers);
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SubscribeLocalEvent<SpeedModifierContactsComponent, ComponentShutdown>(OnShutdown);
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UpdatesAfter.Add(typeof(SharedPhysicsSystem));
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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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_toRemove.Clear();
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foreach (var ent in _toUpdate)
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{
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_speedModifierSystem.RefreshMovementSpeedModifiers(ent);
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}
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foreach (var ent in _toRemove)
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{
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RemComp<SpeedModifiedByContactComponent>(ent);
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}
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_toUpdate.Clear();
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}
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public void ChangeSpeedModifiers(EntityUid uid, float speed, SpeedModifierContactsComponent? component = null)
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{
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ChangeSpeedModifiers(uid, speed, speed, component);
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}
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public void ChangeSpeedModifiers(EntityUid uid, float walkSpeed, float sprintSpeed, SpeedModifierContactsComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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component.WalkSpeedModifier = walkSpeed;
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component.SprintSpeedModifier = sprintSpeed;
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Dirty(uid, component);
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_toUpdate.UnionWith(_physics.GetContactingEntities(uid));
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}
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private void OnShutdown(EntityUid uid, SpeedModifierContactsComponent component, ComponentShutdown args)
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{
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if (!TryComp(uid, out PhysicsComponent? phys))
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return;
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// Note that the entity may not be getting deleted here. E.g., glue puddles.
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_toUpdate.UnionWith(_physics.GetContactingEntities(uid, phys));
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}
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private void OnRefreshMovementSpeedModifiers(EntityUid uid, SpeedModifiedByContactComponent component, RefreshMovementSpeedModifiersEvent args)
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{
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if (!TryComp<PhysicsComponent>(uid, out var physicsComponent))
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return;
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var walkSpeed = 0.0f;
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var sprintSpeed = 0.0f;
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// Cache the result of the airborne check, as it's expensive and independent of contacting entities, hence need only be done once.
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var isAirborne = physicsComponent.BodyStatus == BodyStatus.InAir || _gravity.IsWeightless(uid);
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bool remove = true;
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var entries = 0;
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foreach (var ent in _physics.GetContactingEntities(uid, physicsComponent))
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{
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bool speedModified = false;
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if (TryComp<SpeedModifierContactsComponent>(ent, out var slowContactsComponent))
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{
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if (_whitelistSystem.IsWhitelistPass(slowContactsComponent.IgnoreWhitelist, uid))
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continue;
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// Entities that are airborne should not be affected by contact slowdowns that are specified to not affect airborne entities.
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if (isAirborne && !slowContactsComponent.AffectAirborne)
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continue;
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walkSpeed += slowContactsComponent.WalkSpeedModifier;
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sprintSpeed += slowContactsComponent.SprintSpeedModifier;
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speedModified = true;
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}
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// SpeedModifierContactsComponent takes priority over SlowedOverSlipperyComponent, effectively overriding the slippery slow.
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if (HasComp<SlipperyComponent>(ent) && speedModified == false)
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{
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var evSlippery = new GetSlowedOverSlipperyModifierEvent();
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RaiseLocalEvent(uid, ref evSlippery);
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if (!MathHelper.CloseTo(evSlippery.SlowdownModifier, 1))
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{
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walkSpeed += evSlippery.SlowdownModifier;
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sprintSpeed += evSlippery.SlowdownModifier;
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speedModified = true;
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}
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}
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if (speedModified)
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{
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remove = false;
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entries++;
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}
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}
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if (entries > 0 && (!MathHelper.CloseTo(walkSpeed, entries) || !MathHelper.CloseTo(sprintSpeed, entries)))
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{
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walkSpeed /= entries;
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sprintSpeed /= entries;
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var evMax = new GetSpeedModifierContactCapEvent();
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RaiseLocalEvent(uid, ref evMax);
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walkSpeed = MathF.Max(walkSpeed, evMax.MaxWalkSlowdown);
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sprintSpeed = MathF.Max(sprintSpeed, evMax.MaxSprintSlowdown);
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args.ModifySpeed(walkSpeed, sprintSpeed);
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}
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// no longer colliding with anything
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if (remove)
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_toRemove.Add(uid);
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}
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private void OnEntityExit(EntityUid uid, SpeedModifierContactsComponent component, ref EndCollideEvent args)
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{
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var otherUid = args.OtherEntity;
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_toUpdate.Add(otherUid);
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}
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private void OnEntityEnter(EntityUid uid, SpeedModifierContactsComponent component, ref StartCollideEvent args)
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{
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AddModifiedEntity(args.OtherEntity);
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}
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/// <summary>
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/// Add an entity to be checked for speed modification from contact with another entity.
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/// </summary>
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/// <param name="uid">The entity to be added.</param>
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public void AddModifiedEntity(EntityUid uid)
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{
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if (!HasComp<MovementSpeedModifierComponent>(uid))
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return;
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EnsureComp<SpeedModifiedByContactComponent>(uid);
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_toUpdate.Add(uid);
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}
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}
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