Files
tbd-station-14/Content.Server/Explosion/EntitySystems/TriggerSystem.Proximity.cs
2023-01-15 15:38:59 +11:00

168 lines
5.6 KiB
C#

using Content.Server.Explosion.Components;
using Content.Shared.Physics;
using Content.Shared.Trigger;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Physics.Events;
using Robust.Shared.Utility;
namespace Content.Server.Explosion.EntitySystems;
public sealed partial class TriggerSystem
{
/// <summary>
/// Anything that has stuff touching it (to check speed) or is on cooldown.
/// </summary>
private HashSet<TriggerOnProximityComponent> _activeProximities = new();
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)
{
_activeProximities.Remove(component);
component.Colliding.Clear();
}
// Re-check for contacts as we cleared them.
else if (TryComp<PhysicsComponent>(uid, out var body))
{
_broadphase.RegenerateContacts(body);
}
}
private void OnProximityShutdown(EntityUid uid, TriggerOnProximityComponent component, ComponentShutdown args)
{
_activeProximities.Remove(component);
component.Colliding.Clear();
}
private void OnMapInit(EntityUid uid, TriggerOnProximityComponent component, MapInitEvent args)
{
component.Enabled = !component.RequiresAnchored ||
EntityManager.GetComponent<TransformComponent>(uid).Anchored;
SetProximityAppearance(uid, component);
if (!TryComp<PhysicsComponent>(uid, out var body))
return;
_fixtures.TryCreateFixture(
uid,
component.Shape,
TriggerOnProximityComponent.FixtureID,
hard: false,
// TODO: Should probably have these settable via datafield but I'm lazy and it's a pain
collisionLayer: (int) (CollisionGroup.MidImpassable | CollisionGroup.LowImpassable | CollisionGroup.HighImpassable));
}
private void OnProximityStartCollide(EntityUid uid, TriggerOnProximityComponent component, ref StartCollideEvent args)
{
if (args.OurFixture.ID != TriggerOnProximityComponent.FixtureID) return;
_activeProximities.Add(component);
component.Colliding.Add(args.OtherFixture.Body);
}
private static void OnProximityEndCollide(EntityUid uid, TriggerOnProximityComponent component, ref EndCollideEvent args)
{
if (args.OurFixture.ID != TriggerOnProximityComponent.FixtureID) return;
component.Colliding.Remove(args.OtherFixture.Body);
}
private void SetProximityAppearance(EntityUid uid, TriggerOnProximityComponent component)
{
if (EntityManager.TryGetComponent(uid, out AppearanceComponent? appearanceComponent))
{
appearanceComponent.SetData(ProximityTriggerVisualState.State, component.Enabled ? ProximityTriggerVisuals.Inactive : ProximityTriggerVisuals.Off);
}
}
private void Activate(TriggerOnProximityComponent component)
{
DebugTools.Assert(component.Enabled);
if (!component.Repeating)
{
component.Enabled = false;
_activeProximities.Remove(component);
component.Colliding.Clear();
}
else
{
component.Accumulator += component.Cooldown;
}
if (EntityManager.TryGetComponent(component.Owner, out AppearanceComponent? appearanceComponent))
{
appearanceComponent.SetData(ProximityTriggerVisualState.State, ProximityTriggerVisuals.Active);
}
Trigger(component.Owner);
}
private void UpdateProximity(float frameTime)
{
var toRemove = new RemQueue<TriggerOnProximityComponent>();
foreach (var comp in _activeProximities)
{
MetaDataComponent? metadata = null;
if (Deleted(comp.Owner, metadata))
{
toRemove.Add(comp);
continue;
}
SetProximityAppearance(comp.Owner, comp);
if (Paused(comp.Owner, metadata)) continue;
comp.Accumulator -= frameTime;
if (comp.Accumulator > 0f) continue;
// Only remove it from accumulation when nothing colliding anymore.
if (!comp.Enabled || comp.Colliding.Count == 0)
{
comp.Accumulator = 0f;
toRemove.Add(comp);
continue;
}
// Alright now that we have no cd check everything in range.
foreach (var colliding in comp.Colliding)
{
if (Deleted(colliding.Owner)) continue;
if (colliding.LinearVelocity.Length < comp.TriggerSpeed) continue;
// Trigger!
Activate(comp);
break;
}
}
foreach (var prox in toRemove)
{
_activeProximities.Remove(prox);
}
}
}