@@ -18,7 +18,7 @@ namespace Content.Shared.GameObjects.Components.Buckle
|
||||
|
||||
public sealed override uint? NetID => ContentNetIDs.BUCKLE;
|
||||
|
||||
[ComponentDependency] protected readonly IPhysBody? Physics;
|
||||
[ComponentDependency] protected readonly IPhysicsComponent? Physics;
|
||||
|
||||
/// <summary>
|
||||
/// The range from which this entity can buckle to a <see cref="SharedStrapComponent"/>.
|
||||
|
||||
@@ -20,8 +20,8 @@ namespace Content.Shared.GameObjects.Components.Disposal
|
||||
|
||||
[ViewVariables]
|
||||
public bool Anchored =>
|
||||
!Owner.TryGetComponent(out IPhysBody? physics) ||
|
||||
physics.BodyType == BodyType.Static;
|
||||
!Owner.TryGetComponent(out IPhysicsComponent? physics) ||
|
||||
physics.Anchored;
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public enum Visuals
|
||||
@@ -166,7 +166,7 @@ namespace Content.Shared.GameObjects.Components.Disposal
|
||||
if (!Anchored)
|
||||
return false;
|
||||
|
||||
if (!entity.TryGetComponent(out IPhysBody? physics) ||
|
||||
if (!entity.TryGetComponent(out IPhysicsComponent? physics) ||
|
||||
!physics.CanCollide)
|
||||
{
|
||||
if (!(entity.TryGetComponent(out IMobStateComponent? damageState) && damageState.IsDead())) {
|
||||
|
||||
@@ -19,7 +19,7 @@ namespace Content.Shared.GameObjects.Components.Doors
|
||||
protected readonly SharedAppearanceComponent? AppearanceComponent = null;
|
||||
|
||||
[ComponentDependency]
|
||||
protected readonly IPhysBody? PhysicsComponent = null;
|
||||
protected readonly IPhysicsComponent? PhysicsComponent = null;
|
||||
|
||||
[ViewVariables]
|
||||
private DoorState _state = DoorState.Closed;
|
||||
|
||||
@@ -21,22 +21,8 @@ namespace Content.Shared.GameObjects.Components.Mobs
|
||||
get => _isInCombatMode;
|
||||
set
|
||||
{
|
||||
if (_isInCombatMode == value) return;
|
||||
_isInCombatMode = value;
|
||||
Dirty();
|
||||
|
||||
// Regenerate physics contacts -> Can probably just selectively check
|
||||
/* Still a bit jank so left disabled for now.
|
||||
if (Owner.TryGetComponent(out PhysicsComponent? physicsComponent))
|
||||
{
|
||||
if (value)
|
||||
{
|
||||
physicsComponent.WakeBody();
|
||||
}
|
||||
|
||||
physicsComponent.RegenerateContacts();
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
@@ -46,7 +32,6 @@ namespace Content.Shared.GameObjects.Components.Mobs
|
||||
get => _activeZone;
|
||||
set
|
||||
{
|
||||
if (_activeZone == value) return;
|
||||
_activeZone = value;
|
||||
Dirty();
|
||||
}
|
||||
|
||||
@@ -1,15 +0,0 @@
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Map;
|
||||
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Movement
|
||||
{
|
||||
public interface IMobMoverComponent : IComponent
|
||||
{
|
||||
EntityCoordinates LastPosition { get; set; }
|
||||
|
||||
public float StepSoundDistance { get; set; }
|
||||
|
||||
float GrabRange { get; set; }
|
||||
}
|
||||
}
|
||||
@@ -19,6 +19,17 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
/// </summary>
|
||||
float CurrentSprintSpeed { get; }
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// The movement speed (m/s) of the entity when it pushes off of a solid object in zero gravity.
|
||||
/// </summary>
|
||||
float CurrentPushSpeed { get; }
|
||||
|
||||
/// <summary>
|
||||
/// How far an entity can reach (in meters) to grab hold of a solid object in zero gravity.
|
||||
/// </summary>
|
||||
float GrabRange { get; }
|
||||
|
||||
/// <summary>
|
||||
/// Is the entity Sprinting (running)?
|
||||
/// </summary>
|
||||
@@ -29,6 +40,10 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
/// </summary>
|
||||
(Vector2 walking, Vector2 sprinting) VelocityDir { get; }
|
||||
|
||||
EntityCoordinates LastPosition { get; set; }
|
||||
|
||||
float StepSoundDistance { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Toggles one of the four cardinal directions. Each of the four directions are
|
||||
/// composed into a single direction vector, <see cref="SharedPlayerInputMoverComponent.VelocityDir"/>. Enabling
|
||||
@@ -40,5 +55,6 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
void SetVelocityDirection(Direction direction, ushort subTick, bool enabled);
|
||||
|
||||
void SetSprinting(ushort subTick, bool walking);
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -3,89 +3,64 @@ using System;
|
||||
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
|
||||
using Content.Shared.Physics;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Movement
|
||||
{
|
||||
public abstract class SharedClimbingComponent : Component, IActionBlocker
|
||||
public abstract class SharedClimbingComponent : Component, IActionBlocker, ICollideSpecial
|
||||
{
|
||||
public sealed override string Name => "Climbing";
|
||||
public sealed override uint? NetID => ContentNetIDs.CLIMBING;
|
||||
|
||||
protected bool IsOnClimbableThisFrame
|
||||
protected IPhysicsComponent? Body;
|
||||
protected bool IsOnClimbableThisFrame;
|
||||
|
||||
protected bool OwnerIsTransitioning
|
||||
{
|
||||
get
|
||||
{
|
||||
if (Body == null) return false;
|
||||
|
||||
foreach (var entity in Body.GetBodiesIntersecting())
|
||||
if (Body != null && Body.TryGetController<ClimbController>(out var controller))
|
||||
{
|
||||
if ((entity.CollisionLayer & (int) CollisionGroup.VaultImpassable) != 0) return true;
|
||||
return controller.IsActive;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public abstract bool IsClimbing { get; set; }
|
||||
|
||||
bool IActionBlocker.CanMove() => !OwnerIsTransitioning;
|
||||
bool IActionBlocker.CanChangeDirection() => !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
|
||||
bool ICollideSpecial.PreventCollide(IPhysBody collided)
|
||||
{
|
||||
get => _isClimbing;
|
||||
set
|
||||
if (((CollisionGroup)collided.CollisionLayer).HasFlag(CollisionGroup.VaultImpassable) && collided.Entity.HasComponent<IClimbable>())
|
||||
{
|
||||
if (_isClimbing == value) return;
|
||||
_isClimbing = value;
|
||||
|
||||
ToggleVaultPassable(value);
|
||||
IsOnClimbableThisFrame = true;
|
||||
return IsClimbing;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
protected bool _isClimbing;
|
||||
|
||||
// TODO: Layers need a re-work
|
||||
private void ToggleVaultPassable(bool value)
|
||||
public override void Initialize()
|
||||
{
|
||||
// Hope the mob has one fixture
|
||||
if (Body == null || Body.Deleted) return;
|
||||
base.Initialize();
|
||||
|
||||
foreach (var fixture in Body.Fixtures)
|
||||
{
|
||||
if (value)
|
||||
{
|
||||
fixture.CollisionMask &= ~(int) CollisionGroup.VaultImpassable;
|
||||
}
|
||||
else
|
||||
{
|
||||
fixture.CollisionMask |= (int) CollisionGroup.VaultImpassable;
|
||||
}
|
||||
}
|
||||
Owner.TryGetComponent(out Body);
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
protected sealed class ClimbModeComponentState : ComponentState
|
||||
{
|
||||
public ClimbModeComponentState(bool climbing, bool isTransitioning) : base(ContentNetIDs.CLIMBING)
|
||||
public ClimbModeComponentState(bool climbing) : base(ContentNetIDs.CLIMBING)
|
||||
{
|
||||
Climbing = climbing;
|
||||
IsTransitioning = isTransitioning;
|
||||
}
|
||||
|
||||
public bool Climbing { get; }
|
||||
public bool IsTransitioning { get; }
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -10,12 +10,14 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
public class SharedDummyInputMoverComponent : Component, IMoverComponent
|
||||
{
|
||||
public override string Name => "DummyInputMover";
|
||||
public bool IgnorePaused => false;
|
||||
public float CurrentWalkSpeed => 0f;
|
||||
public float CurrentSprintSpeed => 0f;
|
||||
|
||||
public float CurrentPushSpeed => 0f;
|
||||
public float GrabRange => 0f;
|
||||
public bool Sprinting => false;
|
||||
public (Vector2 walking, Vector2 sprinting) VelocityDir => (Vector2.Zero, Vector2.Zero);
|
||||
public EntityCoordinates LastPosition { get; set; }
|
||||
public float StepSoundDistance { get; set; }
|
||||
|
||||
public void SetVelocityDirection(Direction direction, ushort subTick, bool enabled)
|
||||
{
|
||||
|
||||
@@ -5,6 +5,7 @@ using Robust.Shared.Configuration;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Players;
|
||||
@@ -14,9 +15,7 @@ using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Movement
|
||||
{
|
||||
[RegisterComponent]
|
||||
[ComponentReference(typeof(IMoverComponent))]
|
||||
public class SharedPlayerInputMoverComponent : Component, IMoverComponent
|
||||
public abstract class SharedPlayerInputMoverComponent : Component, IMoverComponent, ICollideSpecial
|
||||
{
|
||||
// This class has to be able to handle server TPS being lower than client FPS.
|
||||
// While still having perfectly responsive movement client side.
|
||||
@@ -40,10 +39,8 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
[Dependency] private readonly IConfigurationManager _configurationManager = default!;
|
||||
[Dependency] private readonly IGameTiming _gameTiming = default!;
|
||||
|
||||
[ComponentDependency] private readonly MovementSpeedModifierComponent? _movementSpeed = default!;
|
||||
|
||||
public override string Name => "PlayerInputMover";
|
||||
public override uint? NetID => ContentNetIDs.PLAYER_INPUT_MOVER;
|
||||
public sealed override string Name => "PlayerInputMover";
|
||||
public sealed override uint? NetID => ContentNetIDs.PLAYER_INPUT_MOVER;
|
||||
|
||||
private GameTick _lastInputTick;
|
||||
private ushort _lastInputSubTick;
|
||||
@@ -52,19 +49,36 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
|
||||
private MoveButtons _heldMoveButtons = MoveButtons.None;
|
||||
|
||||
// Don't serialize because it probably shouldn't change and it's a waste.
|
||||
public bool IgnorePaused
|
||||
public float CurrentWalkSpeed
|
||||
{
|
||||
get => _ignorePaused;
|
||||
set => _ignorePaused = value;
|
||||
get
|
||||
{
|
||||
if (Owner.TryGetComponent(out MovementSpeedModifierComponent? component))
|
||||
{
|
||||
return component.CurrentWalkSpeed;
|
||||
}
|
||||
|
||||
return MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
|
||||
}
|
||||
}
|
||||
|
||||
private bool _ignorePaused;
|
||||
public float CurrentSprintSpeed
|
||||
{
|
||||
get
|
||||
{
|
||||
if (Owner.TryGetComponent(out MovementSpeedModifierComponent? component))
|
||||
{
|
||||
return component.CurrentSprintSpeed;
|
||||
}
|
||||
|
||||
public float CurrentWalkSpeed => _movementSpeed?.CurrentWalkSpeed ?? MovementSpeedModifierComponent.DefaultBaseWalkSpeed;
|
||||
|
||||
public float CurrentSprintSpeed => _movementSpeed?.CurrentSprintSpeed ?? MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
|
||||
return MovementSpeedModifierComponent.DefaultBaseSprintSpeed;
|
||||
}
|
||||
}
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float CurrentPushSpeed => 5;
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float GrabRange => 0.2f;
|
||||
public bool Sprinting => !HasFlag(_heldMoveButtons, MoveButtons.Walk);
|
||||
|
||||
/// <summary>
|
||||
@@ -117,24 +131,27 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
}
|
||||
}
|
||||
|
||||
public abstract EntityCoordinates LastPosition { get; set; }
|
||||
public abstract float StepSoundDistance { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Whether or not the player can move diagonally.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public bool DiagonalMovementEnabled => _configurationManager.GetCVar<bool>(CCVars.GameDiagonalMovement);
|
||||
|
||||
public override void ExposeData(ObjectSerializer serializer)
|
||||
/// <inheritdoc />
|
||||
public override void OnAdd()
|
||||
{
|
||||
base.ExposeData(serializer);
|
||||
serializer.DataField(ref _ignorePaused, "ignorePaused", false);
|
||||
// This component requires that the entity has a IPhysicsComponent.
|
||||
if (!Owner.HasComponent<IPhysicsComponent>())
|
||||
Logger.Error(
|
||||
$"[ECS] {Owner.Prototype?.Name} - {nameof(SharedPlayerInputMoverComponent)} requires" +
|
||||
$" {nameof(IPhysicsComponent)}. ");
|
||||
|
||||
base.OnAdd();
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
Owner.EnsureComponentWarn<PhysicsComponent>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Toggles one of the four cardinal directions. Each of the four directions are
|
||||
@@ -249,6 +266,12 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
return vec;
|
||||
}
|
||||
|
||||
bool ICollideSpecial.PreventCollide(IPhysBody collidedWith)
|
||||
{
|
||||
// Don't collide with other mobs
|
||||
return collidedWith.Entity.HasComponent<IBody>();
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
private sealed class MoverComponentState : ComponentState
|
||||
{
|
||||
|
||||
@@ -1,100 +0,0 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using Content.Shared.GameObjects.Components.Body;
|
||||
using Content.Shared.GameObjects.Components.Mobs;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Movement
|
||||
{
|
||||
/// <summary>
|
||||
/// The basic player mover with footsteps and grabbing
|
||||
/// </summary>
|
||||
[RegisterComponent]
|
||||
[ComponentReference(typeof(IMobMoverComponent))]
|
||||
public class SharedPlayerMobMoverComponent : Component, IMobMoverComponent, ICollideSpecial
|
||||
{
|
||||
public override string Name => "PlayerMobMover";
|
||||
public override uint? NetID => ContentNetIDs.PLAYER_MOB_MOVER;
|
||||
|
||||
private float _stepSoundDistance;
|
||||
private float _grabRange;
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public EntityCoordinates LastPosition { get; set; }
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float StepSoundDistance
|
||||
{
|
||||
get => _stepSoundDistance;
|
||||
set
|
||||
{
|
||||
if (MathHelper.CloseTo(_stepSoundDistance, value)) return;
|
||||
_stepSoundDistance = value;
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float GrabRange
|
||||
{
|
||||
get => _grabRange;
|
||||
set
|
||||
{
|
||||
if (MathHelper.CloseTo(_grabRange, value)) return;
|
||||
_grabRange = value;
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
if (!Owner.HasComponent<IMoverComponent>())
|
||||
{
|
||||
Owner.EnsureComponentWarn<SharedPlayerInputMoverComponent>();
|
||||
}
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState(ICommonSession session)
|
||||
{
|
||||
return new PlayerMobMoverComponentState(StepSoundDistance, GrabRange);
|
||||
}
|
||||
|
||||
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
|
||||
{
|
||||
base.HandleComponentState(curState, nextState);
|
||||
if (curState is not PlayerMobMoverComponentState playerMoverState) return;
|
||||
StepSoundDistance = playerMoverState.StepSoundDistance;
|
||||
GrabRange = playerMoverState.GrabRange;
|
||||
}
|
||||
|
||||
bool ICollideSpecial.PreventCollide(IPhysBody collidedWith)
|
||||
{
|
||||
// Don't collide with other mobs
|
||||
// unless they have combat mode on
|
||||
return collidedWith.Entity.HasComponent<IBody>(); /* &&
|
||||
(!Owner.TryGetComponent(out SharedCombatModeComponent? ownerCombat) || !ownerCombat.IsInCombatMode) &&
|
||||
(!collidedWith.Entity.TryGetComponent(out SharedCombatModeComponent? otherCombat) || !otherCombat.IsInCombatMode);
|
||||
*/
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
private sealed class PlayerMobMoverComponentState : ComponentState
|
||||
{
|
||||
public float StepSoundDistance;
|
||||
public float GrabRange;
|
||||
|
||||
public PlayerMobMoverComponentState(float stepSoundDistance, float grabRange) : base(ContentNetIDs.PLAYER_MOB_MOVER)
|
||||
{
|
||||
StepSoundDistance = stepSoundDistance;
|
||||
GrabRange = grabRange;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -3,12 +3,10 @@ using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Content.Shared.GameObjects.Components.Mobs;
|
||||
using Content.Shared.GameObjects.EntitySystems.ActionBlocker;
|
||||
using Content.Shared.GameObjects.EntitySystems.EffectBlocker;
|
||||
using Content.Shared.Physics;
|
||||
using Robust.Shared.Containers;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
@@ -55,12 +53,14 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public virtual bool Slippery { get; set; }
|
||||
|
||||
private bool TrySlip(IPhysBody ourBody, IPhysBody otherBody)
|
||||
private bool TrySlip(IEntity entity)
|
||||
{
|
||||
if (!Slippery
|
||||
|| Owner.IsInContainer()
|
||||
|| _slipped.Contains(otherBody.Entity.Uid)
|
||||
|| !otherBody.Entity.TryGetComponent(out SharedStunnableComponent? stun))
|
||||
|| _slipped.Contains(entity.Uid)
|
||||
|| !entity.TryGetComponent(out SharedStunnableComponent? stun)
|
||||
|| !entity.TryGetComponent(out IPhysicsComponent? otherBody)
|
||||
|| !Owner.TryGetComponent(out IPhysicsComponent? body))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
@@ -70,22 +70,26 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
return false;
|
||||
}
|
||||
|
||||
var percentage = otherBody.GetWorldAABB().IntersectPercentage(ourBody.GetWorldAABB());
|
||||
var percentage = otherBody.WorldAABB.IntersectPercentage(body.WorldAABB);
|
||||
|
||||
if (percentage < IntersectPercentage)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!EffectBlockerSystem.CanSlip(otherBody.Entity))
|
||||
if (!EffectBlockerSystem.CanSlip(entity))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
otherBody.LinearVelocity *= LaunchForwardsMultiplier;
|
||||
if (entity.TryGetComponent(out IPhysicsComponent? physics))
|
||||
{
|
||||
var controller = physics.EnsureController<SlipController>();
|
||||
controller.LinearVelocity = physics.LinearVelocity * LaunchForwardsMultiplier;
|
||||
}
|
||||
|
||||
stun.Paralyze(5);
|
||||
_slipped.Add(otherBody.Entity.Uid);
|
||||
_slipped.Add(entity.Uid);
|
||||
|
||||
OnSlip();
|
||||
|
||||
@@ -94,9 +98,9 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
|
||||
protected virtual void OnSlip() { }
|
||||
|
||||
public void CollideWith(IPhysBody ourBody, IPhysBody otherBody)
|
||||
public void CollideWith(IEntity collidedWith)
|
||||
{
|
||||
TrySlip(ourBody, otherBody);
|
||||
TrySlip(collidedWith);
|
||||
}
|
||||
|
||||
public void Update()
|
||||
@@ -110,10 +114,10 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
}
|
||||
|
||||
var entity = Owner.EntityManager.GetEntity(uid);
|
||||
var physics = Owner.GetComponent<IPhysBody>();
|
||||
var otherPhysics = entity.GetComponent<IPhysBody>();
|
||||
var physics = Owner.GetComponent<IPhysicsComponent>();
|
||||
var otherPhysics = entity.GetComponent<IPhysicsComponent>();
|
||||
|
||||
if (!physics.GetWorldAABB().Intersects(otherPhysics.GetWorldAABB()))
|
||||
if (!physics.WorldAABB.Intersects(otherPhysics.WorldAABB))
|
||||
{
|
||||
_slipped.Remove(uid);
|
||||
}
|
||||
@@ -128,12 +132,12 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
|
||||
physics.Hard = false;
|
||||
|
||||
var fixtures = physics.Fixtures.FirstOrDefault();
|
||||
var shape = physics.PhysicsShapes.FirstOrDefault();
|
||||
|
||||
if (fixtures != null)
|
||||
if (shape != null)
|
||||
{
|
||||
fixtures.CollisionLayer |= (int) CollisionGroup.SmallImpassable;
|
||||
fixtures.CollisionMask = (int) CollisionGroup.None;
|
||||
shape.CollisionLayer |= (int) CollisionGroup.SmallImpassable;
|
||||
shape.CollisionMask = (int) CollisionGroup.None;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,62 +0,0 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Movement
|
||||
{
|
||||
[RegisterComponent]
|
||||
public class SharedTileFrictionModifier : Component
|
||||
{
|
||||
public override string Name => "TileFrictionModifier";
|
||||
|
||||
/// <summary>
|
||||
/// Multiply the tilefriction cvar by this to get the body's actual tilefriction.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float Modifier
|
||||
{
|
||||
get => _modifier;
|
||||
set
|
||||
{
|
||||
if (MathHelper.CloseTo(_modifier, value)) return;
|
||||
|
||||
_modifier = value;
|
||||
}
|
||||
}
|
||||
|
||||
private float _modifier;
|
||||
|
||||
public override void ExposeData(ObjectSerializer serializer)
|
||||
{
|
||||
base.ExposeData(serializer);
|
||||
serializer.DataField(this, x => x.Modifier, "modifier", 1.0f);
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState(ICommonSession session)
|
||||
{
|
||||
return new TileFrictionComponentState(_modifier);
|
||||
}
|
||||
|
||||
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
|
||||
{
|
||||
base.HandleComponentState(curState, nextState);
|
||||
if (curState is not TileFrictionComponentState tileState) return;
|
||||
_modifier = tileState.Modifier;
|
||||
}
|
||||
|
||||
[NetSerializable, Serializable]
|
||||
protected class TileFrictionComponentState : ComponentState
|
||||
{
|
||||
public float Modifier;
|
||||
|
||||
public TileFrictionComponentState(float modifier) : base(ContentNetIDs.TILE_FRICTION)
|
||||
{
|
||||
Modifier = modifier;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,7 +1,6 @@
|
||||
#nullable enable
|
||||
using System;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Portal
|
||||
@@ -14,7 +13,7 @@ namespace Content.Shared.GameObjects.Components.Portal
|
||||
{
|
||||
base.OnAdd();
|
||||
|
||||
if (Owner.TryGetComponent<IPhysBody>(out var physics))
|
||||
if (Owner.TryGetComponent<IPhysicsComponent>(out var physics))
|
||||
{
|
||||
physics.Hard = false;
|
||||
}
|
||||
|
||||
@@ -19,8 +19,6 @@ namespace Content.Shared.GameObjects.Components.Projectiles
|
||||
get => _ignoreShooter;
|
||||
set
|
||||
{
|
||||
if (_ignoreShooter == value) return;
|
||||
|
||||
_ignoreShooter = value;
|
||||
Dirty();
|
||||
}
|
||||
|
||||
@@ -11,7 +11,6 @@ using Robust.Shared.Log;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Physics.Dynamics.Joints;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Pulling
|
||||
@@ -21,16 +20,14 @@ namespace Content.Shared.GameObjects.Components.Pulling
|
||||
public override string Name => "Pullable";
|
||||
public override uint? NetID => ContentNetIDs.PULLABLE;
|
||||
|
||||
[ComponentDependency] private readonly PhysicsComponent? _physics = default!;
|
||||
[ComponentDependency] private readonly IPhysicsComponent? _physics = default!;
|
||||
|
||||
/// <summary>
|
||||
/// Only set in Puller->set! Only set in unison with _pullerPhysics!
|
||||
/// </summary>
|
||||
private IEntity? _puller;
|
||||
private IPhysBody? _pullerPhysics;
|
||||
public IPhysBody? PullerPhysics => _pullerPhysics;
|
||||
|
||||
private DistanceJoint? _pullJoint = null;
|
||||
private IPhysicsComponent? _pullerPhysics;
|
||||
public IPhysicsComponent? PullerPhysics => _pullerPhysics;
|
||||
|
||||
/// <summary>
|
||||
/// The current entity pulling this component.
|
||||
@@ -65,6 +62,7 @@ namespace Content.Shared.GameObjects.Components.Pulling
|
||||
|
||||
oldPuller.EntityManager.EventBus.RaiseEvent(EventSource.Local, message);
|
||||
_physics.WakeBody();
|
||||
_physics.TryRemoveController<PullController>();
|
||||
}
|
||||
// else-branch warning is handled below
|
||||
}
|
||||
@@ -72,7 +70,7 @@ namespace Content.Shared.GameObjects.Components.Pulling
|
||||
// Now that is settled, prepare to be pulled by a new object.
|
||||
if (_physics == null)
|
||||
{
|
||||
Logger.WarningS("c.go.c.pulling", "Well now you've done it, haven't you? SharedPullableComponent on {0} didn't have an IPhysBody.", Owner);
|
||||
Logger.WarningS("c.go.c.pulling", "Well now you've done it, haven't you? SharedPullableComponent on {0} didn't have an IPhysicsComponent.", Owner);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -85,7 +83,7 @@ namespace Content.Shared.GameObjects.Components.Pulling
|
||||
return;
|
||||
}
|
||||
|
||||
if (!value.TryGetComponent<PhysicsComponent>(out var pullerPhysics))
|
||||
if (!value.TryGetComponent<IPhysicsComponent>(out var valuePhysics))
|
||||
{
|
||||
return;
|
||||
}
|
||||
@@ -115,7 +113,7 @@ namespace Content.Shared.GameObjects.Components.Pulling
|
||||
|
||||
// Continue with pulling process.
|
||||
|
||||
var pullAttempt = new PullAttemptMessage(pullerPhysics, _physics);
|
||||
var pullAttempt = new PullAttemptMessage(valuePhysics, _physics);
|
||||
|
||||
value.SendMessage(null, pullAttempt);
|
||||
|
||||
@@ -135,8 +133,9 @@ namespace Content.Shared.GameObjects.Components.Pulling
|
||||
|
||||
_puller = value;
|
||||
Dirty();
|
||||
_pullerPhysics = pullerPhysics;
|
||||
_pullerPhysics = valuePhysics;
|
||||
|
||||
_physics.EnsureController<PullController>().Manager = this;
|
||||
var message = new PullStartedMessage(_pullerPhysics, _physics);
|
||||
|
||||
_puller.SendMessage(null, message);
|
||||
@@ -144,13 +143,7 @@ namespace Content.Shared.GameObjects.Components.Pulling
|
||||
|
||||
_puller.EntityManager.EventBus.RaiseEvent(EventSource.Local, message);
|
||||
|
||||
|
||||
_physics.WakeBody();
|
||||
_pullJoint = pullerPhysics.CreateDistanceJoint(_physics);
|
||||
// _physics.BodyType = BodyType.Kinematic; // TODO: Need to consider their original bodytype
|
||||
_pullJoint.CollideConnected = true;
|
||||
_pullJoint.Length = 1.4f;
|
||||
_pullJoint.MaxLength = 2.0f; // TODO hacky, we should consider ours and their bb
|
||||
}
|
||||
// Code here will not run if pulling a new object was attempted and failed because of the returns from the refactor.
|
||||
}
|
||||
@@ -219,12 +212,6 @@ namespace Content.Shared.GameObjects.Components.Pulling
|
||||
return false;
|
||||
}
|
||||
|
||||
if (_physics != null && _pullJoint != null)
|
||||
{
|
||||
_physics.RemoveJoint(_pullJoint);
|
||||
}
|
||||
|
||||
_pullJoint = null;
|
||||
Puller = null;
|
||||
return true;
|
||||
}
|
||||
@@ -259,16 +246,12 @@ namespace Content.Shared.GameObjects.Components.Pulling
|
||||
return false;
|
||||
}
|
||||
|
||||
/*
|
||||
if (!_physics.TryGetController(out PullController controller))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
*/
|
||||
|
||||
return true;
|
||||
|
||||
//return controller.TryMoveTo(Puller.Transform.Coordinates, to);
|
||||
return controller.TryMoveTo(Puller.Transform.Coordinates, to);
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState(ICommonSession player)
|
||||
|
||||
Reference in New Issue
Block a user