Files
tbd-station-14/Content.Shared/Light/EntitySystems/LightCollideSystem.cs
metalgearsloth afd0618a60 Station AI (#30944)
* Station AI overlay

* implement

* Bunch of ports

* Fix a heap of bugs and basic scouting

* helldivers

* Shuffle interactions a bit

* navmap stuff

* Revert "navmap stuff"

This reverts commit d1f89dd4be83233e22cf5dd062b2581f3c6da062.

* AI wires implemented

* Fix examines

* Optimise the overlay significantly

* Back to old static

* BUI radial working

* lots of work

* Saving work

* thanks fork

* alright

* pc

* AI upload console

* AI upload

* stuff

* Fix copy-paste shitcode

* AI actions

* navmap work

* Fixes

* first impressions

* a

* reh

* Revert "navmap work"

This reverts commit 6f63fea6e9245e189f368f97be3e32e9b210580e.

# Conflicts:
#	Content.Client/Silicons/StationAi/StationAiOverlay.cs

* OD

* radar

* weh

* Fix examines

* scoop mine eyes

* fixes

* reh

* Optimise

* Final round of optimisations

* Fixes

* fixes
2024-08-28 10:57:12 +10:00

83 lines
2.7 KiB
C#

using Content.Shared.Light.Components;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
namespace Content.Shared.Light.EntitySystems;
public sealed class LightCollideSystem : EntitySystem
{
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly SlimPoweredLightSystem _lights = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<LightOnCollideColliderComponent, PreventCollideEvent>(OnPreventCollide);
SubscribeLocalEvent<LightOnCollideColliderComponent, StartCollideEvent>(OnStart);
SubscribeLocalEvent<LightOnCollideColliderComponent, EndCollideEvent>(OnEnd);
SubscribeLocalEvent<LightOnCollideColliderComponent, ComponentShutdown>(OnCollideShutdown);
}
private void OnCollideShutdown(Entity<LightOnCollideColliderComponent> ent, ref ComponentShutdown args)
{
// TODO: Check this on the event.
if (TerminatingOrDeleted(ent.Owner))
return;
// Regenerate contacts for everything we were colliding with.
var contacts = _physics.GetContacts(ent.Owner);
while (contacts.MoveNext(out var contact))
{
if (!contact.IsTouching)
continue;
var other = contact.OtherEnt(ent.Owner);
if (HasComp<LightOnCollideComponent>(other))
{
_physics.RegenerateContacts(other);
}
}
}
// You may be wondering what de fok this is doing here.
// At the moment there's no easy way to do collision whitelists based on components.
private void OnPreventCollide(Entity<LightOnCollideColliderComponent> ent, ref PreventCollideEvent args)
{
if (!HasComp<LightOnCollideComponent>(args.OtherEntity))
{
args.Cancelled = true;
}
}
private void OnEnd(Entity<LightOnCollideColliderComponent> ent, ref EndCollideEvent args)
{
if (args.OurFixtureId != ent.Comp.FixtureId)
return;
if (!HasComp<LightOnCollideComponent>(args.OtherEntity))
return;
// TODO: Engine bug IsTouching box2d yay.
var contacts = _physics.GetTouchingContacts(args.OtherEntity) - 1;
if (contacts > 0)
return;
_lights.SetEnabled(args.OtherEntity, false);
}
private void OnStart(Entity<LightOnCollideColliderComponent> ent, ref StartCollideEvent args)
{
if (args.OurFixtureId != ent.Comp.FixtureId)
return;
if (!HasComp<LightOnCollideComponent>(args.OtherEntity))
return;
_lights.SetEnabled(args.OtherEntity, true);
}
}