Files
tbd-station-14/Content.Shared/GameObjects/Components/Movement/SharedClimbingComponent.cs
metalgearsloth 3e64fd56a1 Physics (#3452)
* Content side new physics structure

* BroadPhase outline done

* But we need to fix WorldAABB

* Fix static pvs AABB

* Fix import

* Rando fixes

* B is for balloon

* Change human mob hitbox to circle

* Decent movement

* Start adding friction to player controller

I think it's the best way to go about it to keep other objects somewhat consistent for physics.

* This baby can fit so many physics bugs in it.

* Slight mob mover optimisations.

* Player mover kinda works okay.

* Beginnings of testbed

* More testbed

* Circlestack bed

* Namespaces

* BB fixes

* Pull WorldAABB

* Joint pulling

* Semi-decent movement I guess.

* Pulling better

* Bullet controller + old movement

* im too dumb for this shit

* Use kinematic mob controller again

It's probably for the best TBH

* Stashed shitcode

* Remove SlipController

* In which movement code is entirely refactored

* Singularity fix

* Fix ApplyLinearImpulse

* MoveRelay fix

* Fix door collisions

* Disable subfloor collisions

Saves on broadphase a fair bit

* Re-implement ClimbController

* Zumzum's pressure

* Laggy item throwing

* Minor atmos change

* Some caching

* Optimise controllers

* Optimise CollideWith to hell and back

* Re-do throwing and tile friction

* Landing too

* Optimise controllers

* Move CCVars and other stuff swept is beautiful

* Cleanup a bunch of controllers

* Fix shooting and high pressure movement controller

* Flashing improvements

* Stuff and things

* Combat collisions

* Combat mode collisions

* Pulling distance joint again

* Cleanup physics interfaces

* More like scuffedularity

* Shit's fucked

* Haha tests go green

* Bigmoneycrab

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
2021-03-01 03:11:29 +11:00

92 lines
2.7 KiB
C#

#nullable enable
using System;
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
using Content.Shared.Physics;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Movement
{
public abstract class SharedClimbingComponent : Component, IActionBlocker
{
public sealed override string Name => "Climbing";
public sealed override uint? NetID => ContentNetIDs.CLIMBING;
protected bool IsOnClimbableThisFrame
{
get
{
if (Body == null) return false;
foreach (var entity in Body.GetBodiesIntersecting())
{
if ((entity.CollisionLayer & (int) CollisionGroup.VaultImpassable) != 0) return true;
}
return false;
}
}
bool IActionBlocker.CanMove() => !OwnerIsTransitioning;
[ViewVariables]
protected virtual bool OwnerIsTransitioning { get; set; }
[ComponentDependency] protected PhysicsComponent? Body;
protected TimeSpan StartClimbTime = TimeSpan.Zero;
/// <summary>
/// We'll launch the mob onto the table and give them at least this amount of time to be on it.
/// </summary>
protected const float BufferTime = 0.3f;
public virtual bool IsClimbing
{
get => _isClimbing;
set
{
if (_isClimbing == value) return;
_isClimbing = value;
ToggleVaultPassable(value);
}
}
protected bool _isClimbing;
// TODO: Layers need a re-work
private void ToggleVaultPassable(bool value)
{
// Hope the mob has one fixture
if (Body == null || Body.Deleted) return;
foreach (var fixture in Body.Fixtures)
{
if (value)
{
fixture.CollisionMask &= ~(int) CollisionGroup.VaultImpassable;
}
else
{
fixture.CollisionMask |= (int) CollisionGroup.VaultImpassable;
}
}
}
[Serializable, NetSerializable]
protected sealed class ClimbModeComponentState : ComponentState
{
public ClimbModeComponentState(bool climbing, bool isTransitioning) : base(ContentNetIDs.CLIMBING)
{
Climbing = climbing;
IsTransitioning = isTransitioning;
}
public bool Climbing { get; }
public bool IsTransitioning { get; }
}
}
}