Files
tbd-station-14/Content.Shared/StepTrigger/Systems/StepTriggerSystem.cs
2023-01-18 01:11:34 -07:00

233 lines
7.1 KiB
C#

using Content.Shared.StepTrigger.Components;
using Robust.Shared.Collections;
using Robust.Shared.GameStates;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
namespace Content.Shared.StepTrigger.Systems;
public sealed class StepTriggerSystem : EntitySystem
{
[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
public override void Initialize()
{
SubscribeLocalEvent<StepTriggerComponent, ComponentGetState>(TriggerGetState);
SubscribeLocalEvent<StepTriggerComponent, ComponentHandleState>(TriggerHandleState);
SubscribeLocalEvent<StepTriggerComponent, StartCollideEvent>(OnStartCollide);
SubscribeLocalEvent<StepTriggerComponent, EndCollideEvent>(OnEndCollide);
#if DEBUG
SubscribeLocalEvent<StepTriggerComponent, ComponentStartup>(OnStartup);
}
private void OnStartup(EntityUid uid, StepTriggerComponent component, ComponentStartup args)
{
if (!component.Active)
return;
if (!TryComp(uid, out FixturesComponent? fixtures) || fixtures.FixtureCount == 0)
Logger.Warning($"{ToPrettyString(uid)} has an active step trigger without any fixtures.");
#endif
}
public override void Update(float frameTime)
{
var query = GetEntityQuery<PhysicsComponent>();
var enumerator = EntityQueryEnumerator<StepTriggerActiveComponent, StepTriggerComponent, TransformComponent>();
while (enumerator.MoveNext(out var active, out var trigger, out var transform))
{
if (!Update(trigger, transform, query))
continue;
RemCompDeferred(trigger.Owner, active);
}
}
private bool Update(StepTriggerComponent component, TransformComponent transform, EntityQuery<PhysicsComponent> query)
{
if (!component.Active ||
component.Colliding.Count == 0)
return true;
foreach (var otherUid in component.Colliding)
{
UpdateColliding(component, transform, otherUid, query);
}
return false;
}
private void UpdateColliding(StepTriggerComponent component, TransformComponent ownerTransform, EntityUid otherUid, EntityQuery<PhysicsComponent> query)
{
if (!query.TryGetComponent(otherUid, out var otherPhysics))
return;
// TODO: This shouldn't be calculating based on world AABBs.
var ourAabb = _entityLookup.GetWorldAABB(component.Owner, ownerTransform);
var otherAabb = _entityLookup.GetWorldAABB(otherUid);
if (!ourAabb.Intersects(otherAabb))
{
if (component.CurrentlySteppedOn.Remove(otherUid))
{
Dirty(component);
}
return;
}
if (otherPhysics.LinearVelocity.Length < component.RequiredTriggerSpeed
|| component.CurrentlySteppedOn.Contains(otherUid)
|| otherAabb.IntersectPercentage(ourAabb) < component.IntersectRatio
|| !CanTrigger(component.Owner, otherUid, component))
{
return;
}
var ev = new StepTriggeredEvent { Source = component.Owner, Tripper = otherUid };
RaiseLocalEvent(component.Owner, ref ev, true);
component.CurrentlySteppedOn.Add(otherUid);
Dirty(component);
return;
}
private bool CanTrigger(EntityUid uid, EntityUid otherUid, StepTriggerComponent component)
{
if (!component.Active || component.CurrentlySteppedOn.Contains(otherUid))
return false;
var msg = new StepTriggerAttemptEvent { Source = uid, Tripper = otherUid };
RaiseLocalEvent(uid, ref msg, true);
return msg.Continue && !msg.Cancelled;
}
private void OnStartCollide(EntityUid uid, StepTriggerComponent component, ref StartCollideEvent args)
{
var otherUid = args.OtherFixture.Body.Owner;
if (!args.OtherFixture.Hard)
return;
if (!CanTrigger(uid, otherUid, component))
return;
EnsureComp<StepTriggerActiveComponent>(uid);
if (component.Colliding.Add(otherUid))
{
Dirty(component);
}
}
private void OnEndCollide(EntityUid uid, StepTriggerComponent component, ref EndCollideEvent args)
{
var otherUid = args.OtherFixture.Body.Owner;
if (!component.Colliding.Remove(otherUid))
return;
component.CurrentlySteppedOn.Remove(otherUid);
Dirty(component);
if (component.Colliding.Count == 0)
{
RemCompDeferred<StepTriggerActiveComponent>(uid);
}
}
private void TriggerHandleState(EntityUid uid, StepTriggerComponent component, ref ComponentHandleState args)
{
if (args.Current is not StepTriggerComponentState state)
return;
component.RequiredTriggerSpeed = state.RequiredTriggerSpeed;
component.IntersectRatio = state.IntersectRatio;
component.Active = state.Active;
component.CurrentlySteppedOn.Clear();
component.Colliding.Clear();
component.CurrentlySteppedOn.UnionWith(state.CurrentlySteppedOn);
component.Colliding.UnionWith(state.Colliding);
if (component.Colliding.Count > 0)
{
EnsureComp<StepTriggerActiveComponent>(uid);
}
else
{
RemCompDeferred<StepTriggerActiveComponent>(uid);
}
}
private static void TriggerGetState(EntityUid uid, StepTriggerComponent component, ref ComponentGetState args)
{
args.State = new StepTriggerComponentState(
component.IntersectRatio,
component.CurrentlySteppedOn,
component.Colliding,
component.RequiredTriggerSpeed,
component.Active);
}
public void SetIntersectRatio(EntityUid uid, float ratio, StepTriggerComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
if (MathHelper.CloseToPercent(component.IntersectRatio, ratio))
return;
component.IntersectRatio = ratio;
Dirty(component);
}
public void SetRequiredTriggerSpeed(EntityUid uid, float speed, StepTriggerComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
if (MathHelper.CloseToPercent(component.RequiredTriggerSpeed, speed))
return;
component.RequiredTriggerSpeed = speed;
Dirty(component);
}
public void SetActive(EntityUid uid, bool active, StepTriggerComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
if (active == component.Active)
return;
component.Active = active;
Dirty(component);
}
}
[ByRefEvent]
public struct StepTriggerAttemptEvent
{
public EntityUid Source;
public EntityUid Tripper;
public bool Continue;
/// <summary>
/// Set by systems which wish to cancel the step trigger event, regardless of event ordering.
/// </summary>
public bool Cancelled;
}
[ByRefEvent]
public struct StepTriggeredEvent
{
public EntityUid Source;
public EntityUid Tripper;
}