Files
tbd-station-14/Content.Server/Explosion/EntitySystems/TriggerSystem.Proximity.cs
Pieter-Jan Briers e00f74505c Use new ComponentPauseGenerator (#25183)
Also includes some (non critical) changes to the solution file to re-organize the Roslyn components.
2024-02-26 14:36:19 +11:00

155 lines
5.2 KiB
C#

using Content.Server.Explosion.Components;
using Content.Shared.Trigger;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
using Robust.Shared.Utility;
using Robust.Shared.Timing;
namespace Content.Server.Explosion.EntitySystems;
public sealed partial class TriggerSystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
private void InitializeProximity()
{
SubscribeLocalEvent<TriggerOnProximityComponent, StartCollideEvent>(OnProximityStartCollide);
SubscribeLocalEvent<TriggerOnProximityComponent, EndCollideEvent>(OnProximityEndCollide);
SubscribeLocalEvent<TriggerOnProximityComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<TriggerOnProximityComponent, ComponentShutdown>(OnProximityShutdown);
// Shouldn't need re-anchoring.
SubscribeLocalEvent<TriggerOnProximityComponent, AnchorStateChangedEvent>(OnProximityAnchor);
}
private void OnProximityAnchor(EntityUid uid, TriggerOnProximityComponent component, ref AnchorStateChangedEvent args)
{
component.Enabled = !component.RequiresAnchored ||
args.Anchored;
SetProximityAppearance(uid, component);
if (!component.Enabled)
{
component.Colliding.Clear();
}
// Re-check for contacts as we cleared them.
else if (TryComp<PhysicsComponent>(uid, out var body))
{
_broadphase.RegenerateContacts(uid, body);
}
}
private void OnProximityShutdown(EntityUid uid, TriggerOnProximityComponent component, ComponentShutdown args)
{
component.Colliding.Clear();
}
private void OnMapInit(EntityUid uid, TriggerOnProximityComponent component, MapInitEvent args)
{
component.Enabled = !component.RequiresAnchored ||
Transform(uid).Anchored;
SetProximityAppearance(uid, component);
if (!TryComp<PhysicsComponent>(uid, out var body))
return;
_fixtures.TryCreateFixture(
uid,
component.Shape,
TriggerOnProximityComponent.FixtureID,
hard: false,
body: body,
collisionLayer: component.Layer);
}
private void OnProximityStartCollide(EntityUid uid, TriggerOnProximityComponent component, ref StartCollideEvent args)
{
if (args.OurFixtureId != TriggerOnProximityComponent.FixtureID)
return;
component.Colliding[args.OtherEntity] = args.OtherBody;
}
private static void OnProximityEndCollide(EntityUid uid, TriggerOnProximityComponent component, ref EndCollideEvent args)
{
if (args.OurFixtureId != TriggerOnProximityComponent.FixtureID)
return;
component.Colliding.Remove(args.OtherEntity);
}
private void SetProximityAppearance(EntityUid uid, TriggerOnProximityComponent component)
{
if (EntityManager.TryGetComponent(uid, out AppearanceComponent? appearance))
{
_appearance.SetData(uid, ProximityTriggerVisualState.State, component.Enabled ? ProximityTriggerVisuals.Inactive : ProximityTriggerVisuals.Off, appearance);
}
}
private void Activate(EntityUid uid, EntityUid user, TriggerOnProximityComponent component)
{
DebugTools.Assert(component.Enabled);
var curTime = _timing.CurTime;
if (!component.Repeating)
{
component.Enabled = false;
component.Colliding.Clear();
}
else
{
component.NextTrigger = curTime + component.Cooldown;
}
// Queue a visual update for when the animation is complete.
component.NextVisualUpdate = curTime + component.AnimationDuration;
if (EntityManager.TryGetComponent(uid, out AppearanceComponent? appearance))
{
_appearance.SetData(uid, ProximityTriggerVisualState.State, ProximityTriggerVisuals.Active, appearance);
}
Trigger(uid, user);
}
private void UpdateProximity()
{
var curTime = _timing.CurTime;
var query = EntityQueryEnumerator<TriggerOnProximityComponent>();
while (query.MoveNext(out var uid, out var trigger))
{
if (curTime >= trigger.NextVisualUpdate)
{
// Update the visual state once the animation is done.
trigger.NextVisualUpdate = TimeSpan.MaxValue;
SetProximityAppearance(uid, trigger);
}
if (!trigger.Enabled)
continue;
if (curTime < trigger.NextTrigger)
// The trigger's on cooldown.
continue;
// Check for anything colliding and moving fast enough.
foreach (var (collidingUid, colliding) in trigger.Colliding)
{
if (Deleted(collidingUid))
continue;
if (colliding.LinearVelocity.Length() < trigger.TriggerSpeed)
continue;
// Trigger!
Activate(uid, collidingUid, trigger);
break;
}
}
}
}