Add pulling (#1409)
* Initial framework for pulling. * Make it possible to pull items via (temporary) keybind Ctrl+Click, make items follow the player correctly. * Make other objects pullable, implement functionality for moving an object being pulled, make only one object able to be pulled at a time. * Make sure that MoveTo won't allow collisions with the player * Update everything to work with the new physics engine * Update Content.Server/GameObjects/EntitySystems/Click/InteractionSystem.cs Co-authored-by: ComicIronic <comicironic@gmail.com> * Physics update and convert to direct type casts * Add notnull checks * Add pull keybinds to the tutorial window * Move PullController to shared * Fix pulled items getting left behind * Fix moving pulled objects into walls * Remove flooring of coordinates when moving pulled objects * Add missing null check in PutInHand * Change pulling keybind to control and throwing to alt * Change PhysicsComponent references to IPhysicsComponent * Add trying to pull a pulled entity disabling the pull * Add pulled status effect * Fix merge conflicts * Merge fixes * Make players pullable * Fix being able to pull yourself * Change pull moving to use a velocity * Update pulled and pulling icons to not be buckle A tragedy * Make pulled and pulling icons more consistent * Remove empty not pulled and not pulling images * Pulled icon update * Pulled icon update * Add clicking pulling status effect to stop the pull * Fix spacewalking when pulling * Merge conflict fixes * Add a pull verb * Fix nullable error * Add pulling through the entity drop down menu Co-authored-by: Jackson Lewis <inquisitivepenguin@protonmail.com> Co-authored-by: ComicIronic <comicironic@gmail.com>
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76
Content.Server/GlobalVerbs/PullingVerb.cs
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76
Content.Server/GlobalVerbs/PullingVerb.cs
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Movement;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Items;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Physics;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Localization;
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namespace Content.Server.GlobalVerbs
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{
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/// <summary>
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/// Global verb that pulls an entity.
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/// </summary>
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[GlobalVerb]
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public class PullingVerb : GlobalVerb
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{
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public override bool RequireInteractionRange => false;
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public override void GetData(IEntity user, IEntity target, VerbData data)
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{
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data.Visibility = VerbVisibility.Invisible;
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if (user == target ||
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!user.HasComponent<IActorComponent>() ||
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!target.HasComponent<PullableComponent>())
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{
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return;
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}
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var dist = user.Transform.GridPosition.Position - target.Transform.GridPosition.Position;
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if (dist.LengthSquared > SharedInteractionSystem.InteractionRangeSquared)
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{
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return;
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}
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if (!user.HasComponent<ISharedHandsComponent>() ||
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!user.TryGetComponent(out ICollidableComponent userCollidable) ||
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!target.TryGetComponent(out ICollidableComponent targetCollidable))
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{
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return;
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}
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var controller = targetCollidable.EnsureController<PullController>();
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data.Visibility = VerbVisibility.Visible;
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data.Text = controller.Puller == userCollidable
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? Loc.GetString("Stop pulling")
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: Loc.GetString("Pull");
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}
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public override void Activate(IEntity user, IEntity target)
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{
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if (!user.TryGetComponent(out ICollidableComponent userCollidable) ||
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!target.TryGetComponent(out ICollidableComponent targetCollidable) ||
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!target.TryGetComponent(out PullableComponent pullable) ||
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!user.TryGetComponent(out HandsComponent hands))
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{
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return;
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}
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var controller = targetCollidable.EnsureController<PullController>();
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if (controller.Puller == userCollidable)
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{
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hands.StopPull();
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}
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else
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{
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hands.StartPull(pullable);
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}
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}
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}
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}
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