264 lines
8.6 KiB
C#
264 lines
8.6 KiB
C#
using Content.Shared.Gravity;
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using Content.Shared.StepTrigger.Components;
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using Content.Shared.Whitelist;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Events;
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namespace Content.Shared.StepTrigger.Systems;
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public sealed class StepTriggerSystem : EntitySystem
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{
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[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
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[Dependency] private readonly SharedGravitySystem _gravity = default!;
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[Dependency] private readonly SharedMapSystem _map = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
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public override void Initialize()
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{
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UpdatesOutsidePrediction = true;
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SubscribeLocalEvent<StepTriggerComponent, AfterAutoHandleStateEvent>(TriggerHandleState);
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SubscribeLocalEvent<StepTriggerComponent, StartCollideEvent>(OnStartCollide);
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SubscribeLocalEvent<StepTriggerComponent, EndCollideEvent>(OnEndCollide);
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#if DEBUG
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SubscribeLocalEvent<StepTriggerComponent, ComponentStartup>(OnStartup);
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}
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private void OnStartup(EntityUid uid, StepTriggerComponent component, ComponentStartup args)
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{
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if (!component.Active)
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return;
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if (!TryComp(uid, out FixturesComponent? fixtures) || fixtures.FixtureCount == 0)
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Log.Warning($"{ToPrettyString(uid)} has an active step trigger without any fixtures.");
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#endif
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}
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public override void Update(float frameTime)
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{
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var query = GetEntityQuery<PhysicsComponent>();
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var enumerator = EntityQueryEnumerator<StepTriggerActiveComponent, StepTriggerComponent, TransformComponent>();
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while (enumerator.MoveNext(out var uid, out var active, out var trigger, out var transform))
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{
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if (!Update(uid, trigger, transform, query))
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{
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continue;
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}
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RemCompDeferred(uid, active);
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}
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}
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private bool Update(EntityUid uid, StepTriggerComponent component, TransformComponent transform, EntityQuery<PhysicsComponent> query)
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{
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if (!component.Active ||
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component.Colliding.Count == 0)
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{
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return true;
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}
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if (component.Blacklist != null && TryComp<MapGridComponent>(transform.GridUid, out var grid))
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{
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var positon = _map.LocalToTile(transform.GridUid.Value, grid, transform.Coordinates);
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var anch = _map.GetAnchoredEntitiesEnumerator(uid, grid, positon);
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while (anch.MoveNext(out var ent))
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{
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if (ent == uid)
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continue;
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if (_whitelistSystem.IsBlacklistPass(component.Blacklist, ent.Value))
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{
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return false;
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}
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}
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}
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foreach (var otherUid in component.Colliding)
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{
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UpdateColliding(uid, component, transform, otherUid, query);
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}
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return false;
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}
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private void UpdateColliding(EntityUid uid, StepTriggerComponent component, TransformComponent ownerXform, EntityUid otherUid, EntityQuery<PhysicsComponent> query)
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{
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if (!query.TryGetComponent(otherUid, out var otherPhysics))
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return;
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var otherXform = Transform(otherUid);
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// TODO: This shouldn't be calculating based on world AABBs.
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var ourAabb = _entityLookup.GetAABBNoContainer(uid, ownerXform.LocalPosition, ownerXform.LocalRotation);
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var otherAabb = _entityLookup.GetAABBNoContainer(otherUid, otherXform.LocalPosition, otherXform.LocalRotation);
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if (!ourAabb.Intersects(otherAabb))
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{
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if (component.CurrentlySteppedOn.Remove(otherUid))
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{
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Dirty(uid, component);
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}
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return;
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}
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// max 'area of enclosure' between the two aabbs
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// this is hard to explain
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var intersect = Box2.Area(otherAabb.Intersect(ourAabb));
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var ratio = Math.Max(intersect / Box2.Area(otherAabb), intersect / Box2.Area(ourAabb));
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if (otherPhysics.LinearVelocity.Length() < component.RequiredTriggeredSpeed
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|| component.CurrentlySteppedOn.Contains(otherUid)
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|| ratio < component.IntersectRatio
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|| !CanTrigger(uid, otherUid, component))
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{
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return;
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}
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if (component.StepOn)
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{
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var evStep = new StepTriggeredOnEvent(uid, otherUid);
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RaiseLocalEvent(uid, ref evStep);
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}
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else
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{
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var evStep = new StepTriggeredOffEvent(uid, otherUid);
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RaiseLocalEvent(uid, ref evStep);
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}
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component.CurrentlySteppedOn.Add(otherUid);
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Dirty(uid, component);
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}
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private bool CanTrigger(EntityUid uid, EntityUid otherUid, StepTriggerComponent component)
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{
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if (!component.Active || component.CurrentlySteppedOn.Contains(otherUid))
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return false;
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// Can't trigger if we don't ignore weightless entities
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// and the entity is flying or currently weightless
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// Makes sense simulation wise to have this be part of steptrigger directly IMO
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if (!component.IgnoreWeightless && TryComp<PhysicsComponent>(otherUid, out var physics) &&
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(physics.BodyStatus == BodyStatus.InAir || _gravity.IsWeightless(otherUid, physics)))
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return false;
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var msg = new StepTriggerAttemptEvent { Source = uid, Tripper = otherUid };
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RaiseLocalEvent(uid, ref msg);
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return msg.Continue && !msg.Cancelled;
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}
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private void OnStartCollide(EntityUid uid, StepTriggerComponent component, ref StartCollideEvent args)
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{
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var otherUid = args.OtherEntity;
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if (!args.OtherFixture.Hard)
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return;
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if (!CanTrigger(uid, otherUid, component))
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return;
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EnsureComp<StepTriggerActiveComponent>(uid);
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if (component.Colliding.Add(otherUid))
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{
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Dirty(uid, component);
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}
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}
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private void OnEndCollide(EntityUid uid, StepTriggerComponent component, ref EndCollideEvent args)
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{
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var otherUid = args.OtherEntity;
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if (!component.Colliding.Remove(otherUid))
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return;
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component.CurrentlySteppedOn.Remove(otherUid);
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Dirty(uid, component);
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if (component.StepOn)
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{
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var evStepOff = new StepTriggeredOffEvent(uid, otherUid);
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RaiseLocalEvent(uid, ref evStepOff);
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}
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if (component.Colliding.Count == 0)
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{
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RemCompDeferred<StepTriggerActiveComponent>(uid);
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}
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}
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private void TriggerHandleState(EntityUid uid, StepTriggerComponent component, ref AfterAutoHandleStateEvent args)
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{
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if (component.Colliding.Count > 0)
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{
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EnsureComp<StepTriggerActiveComponent>(uid);
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}
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else
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{
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RemCompDeferred<StepTriggerActiveComponent>(uid);
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}
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}
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public void SetIntersectRatio(EntityUid uid, float ratio, StepTriggerComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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if (MathHelper.CloseToPercent(component.IntersectRatio, ratio))
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return;
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component.IntersectRatio = ratio;
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Dirty(uid, component);
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}
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public void SetRequiredTriggerSpeed(EntityUid uid, float speed, StepTriggerComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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if (MathHelper.CloseToPercent(component.RequiredTriggeredSpeed, speed))
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return;
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component.RequiredTriggeredSpeed = speed;
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Dirty(uid, component);
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}
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public void SetActive(EntityUid uid, bool active, StepTriggerComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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if (active == component.Active)
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return;
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component.Active = active;
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Dirty(uid, component);
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}
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}
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[ByRefEvent]
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public struct StepTriggerAttemptEvent
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{
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public EntityUid Source;
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public EntityUid Tripper;
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public bool Continue;
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/// <summary>
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/// Set by systems which wish to cancel the step trigger event, regardless of event ordering.
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/// </summary>
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public bool Cancelled;
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}
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/// <summary>
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/// Raised when an entity stands on a steptrigger initially (assuming it has both on and off states).
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/// </summary>
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[ByRefEvent]
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public readonly record struct StepTriggeredOnEvent(EntityUid Source, EntityUid Tripper);
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/// <summary>
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/// Raised when an entity leaves a steptrigger if it has on and off states OR when an entity intersects a steptrigger.
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/// </summary>
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[ByRefEvent]
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public readonly record struct StepTriggeredOffEvent(EntityUid Source, EntityUid Tripper);
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