Adds portable flasher (#4523)
Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
@@ -0,0 +1,64 @@
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using Content.Server.Explosion.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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using System.Collections.Generic;
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namespace Content.Server.Explosion.Components
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{
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/// <summary>
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/// Raises a <see cref="TriggerEvent"/> whenever an entity collides with a fixture attached to the owner of this component.
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/// </summary>
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[RegisterComponent]
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public sealed class TriggerOnProximityComponent : Component
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{
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public const string FixtureID = "trigger-on-proximity-fixture";
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public HashSet<PhysicsComponent> Colliding = new();
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[DataField("shape", required: true)]
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public IPhysShape Shape { get; set; } = new PhysShapeCircle {Radius = 2};
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/// <summary>
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/// How long the the proximity trigger animation plays for.
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/// </summary>
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[ViewVariables]
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[DataField("animationDuration")]
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public float AnimationDuration = 0.3f;
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/// <summary>
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/// Whether the entity needs to be anchored for the proximity to work.
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/// </summary>
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[ViewVariables]
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[DataField("requiresAnchored")]
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public bool RequiresAnchored { get; set; } = true;
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[ViewVariables]
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[DataField("enabled")]
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public bool Enabled = true;
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("cooldown")]
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public float Cooldown { get; set; } = 5f;
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/// <summary>
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/// How much cooldown has elapsed (if relevant).
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/// </summary>
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public float Accumulator = 0f;
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/// <summary>
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/// What speed should the other object be moving at to trigger the proximity fixture?
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("triggerSpeed")]
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public float TriggerSpeed { get; set; } = 3.5f;
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/// <summary>
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/// If this proximity is triggered should we continually repeat it?
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/// </summary>
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[DataField("repeating")]
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internal bool Repeating = true;
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}
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}
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@@ -0,0 +1,158 @@
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using System.Collections.Generic;
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using Content.Server.Explosion.Components;
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using Content.Shared.Physics;
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using Content.Shared.Trigger;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Utility;
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namespace Content.Server.Explosion.EntitySystems;
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public sealed partial class TriggerSystem
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{
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/// <summary>
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/// Anything that has stuff touching it (to check speed) or is on cooldown.
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/// </summary>
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private HashSet<TriggerOnProximityComponent> _activeProximities = new();
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private void InitializeProximity()
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{
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SubscribeLocalEvent<TriggerOnProximityComponent, StartCollideEvent>(OnProximityStartCollide);
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SubscribeLocalEvent<TriggerOnProximityComponent, EndCollideEvent>(OnProximityEndCollide);
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SubscribeLocalEvent<TriggerOnProximityComponent, ComponentStartup>(OnProximityStartup);
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SubscribeLocalEvent<TriggerOnProximityComponent, ComponentShutdown>(OnProximityShutdown);
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SubscribeLocalEvent<TriggerOnProximityComponent, AnchorStateChangedEvent>(OnProximityAnchor);
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}
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private void OnProximityAnchor(EntityUid uid, TriggerOnProximityComponent component, ref AnchorStateChangedEvent args)
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{
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component.Enabled = !component.RequiresAnchored ||
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args.Anchored;
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SetProximityAppearance(uid, component);
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if (!component.Enabled)
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{
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_activeProximities.Remove(component);
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component.Colliding.Clear();
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}
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// Re-check for contacts as we cleared them.
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else if (TryComp<PhysicsComponent>(uid, out var body))
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{
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_broadphase.RegenerateContacts(body);
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}
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}
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private void OnProximityShutdown(EntityUid uid, TriggerOnProximityComponent component, ComponentShutdown args)
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{
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_activeProximities.Remove(component);
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component.Colliding.Clear();
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}
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private void OnProximityStartup(EntityUid uid, TriggerOnProximityComponent component, ComponentStartup args)
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{
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component.Enabled = !component.RequiresAnchored ||
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EntityManager.GetComponent<TransformComponent>(uid).Anchored;
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SetProximityAppearance(uid, component);
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if (!TryComp<PhysicsComponent>(uid, out var body)) return;
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_fixtures.CreateFixture(body, new Fixture(body, component.Shape)
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{
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// TODO: Should probably have these settable via datafield but I'm lazy and it's a pain
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CollisionLayer = (int) (CollisionGroup.MobImpassable | CollisionGroup.SmallImpassable | CollisionGroup.VaultImpassable), Hard = false, ID = TriggerOnProximityComponent.FixtureID
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});
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}
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private void OnProximityStartCollide(EntityUid uid, TriggerOnProximityComponent component, StartCollideEvent args)
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{
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if (args.OurFixture.ID != TriggerOnProximityComponent.FixtureID) return;
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_activeProximities.Add(component);
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component.Colliding.Add(args.OtherFixture.Body);
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}
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private void OnProximityEndCollide(EntityUid uid, TriggerOnProximityComponent component, EndCollideEvent args)
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{
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if (args.OurFixture.ID != TriggerOnProximityComponent.FixtureID) return;
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component.Colliding.Remove(args.OtherFixture.Body);
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if (component.Colliding.Count == 0)
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_activeProximities.Remove(component);
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}
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private void SetProximityAppearance(EntityUid uid, TriggerOnProximityComponent component)
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{
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if (EntityManager.TryGetComponent(uid, out AppearanceComponent? appearanceComponent))
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{
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appearanceComponent.SetData(ProximityTriggerVisualState.State, component.Enabled ? ProximityTriggerVisuals.Inactive : ProximityTriggerVisuals.Off);
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}
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}
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private void Activate(TriggerOnProximityComponent component)
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{
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DebugTools.Assert(component.Enabled);
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if (!component.Repeating)
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{
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component.Enabled = false;
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_activeProximities.Remove(component);
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component.Colliding.Clear();
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}
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else
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{
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component.Accumulator = component.Cooldown;
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}
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SetProximityAppearance(component.Owner, component);
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Trigger(component.Owner);
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}
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private void UpdateProximity(float frameTime)
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{
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var toRemove = new RemQueue<TriggerOnProximityComponent>();
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foreach (var comp in _activeProximities)
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{
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if (!comp.Enabled)
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{
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toRemove.Add(comp);
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continue;
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}
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MetaDataComponent? metadata = null;
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if (Deleted(comp.Owner, metadata))
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{
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toRemove.Add(comp);
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continue;
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}
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if (Paused(comp.Owner, metadata)) continue;
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comp.Accumulator -= frameTime;
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if (comp.Accumulator > 0f) continue;
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// Alright now that we have no cd check everything in range.
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foreach (var colliding in comp.Colliding)
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{
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if (Deleted(colliding.Owner)) continue;
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if (colliding.LinearVelocity.Length < comp.TriggerSpeed) continue;
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// Trigger!
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Activate(comp);
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break;
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}
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}
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foreach (var prox in toRemove)
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{
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_activeProximities.Remove(prox);
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}
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}
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}
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@@ -6,25 +6,29 @@ using Content.Server.Doors.Systems;
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using Content.Server.Explosion.Components;
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using Content.Server.Flash;
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using Content.Server.Flash.Components;
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using Content.Server.Projectiles.Components;
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using Content.Shared.Audio;
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using Content.Shared.Database;
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using Content.Shared.Doors;
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using Content.Shared.Throwing;
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using JetBrains.Annotations;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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using System.Threading;
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using Content.Server.Construction.Components;
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using Content.Shared.Trigger;
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using Timer = Robust.Shared.Timing.Timer;
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using Content.Shared.Physics;
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using System.Collections.Generic;
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namespace Content.Server.Explosion.EntitySystems
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{
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/// <summary>
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/// Raised whenever something is Triggered on the entity.
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/// </summary>
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public class TriggerEvent : HandledEntityEventArgs
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public sealed class TriggerEvent : HandledEntityEventArgs
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{
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public EntityUid Triggered { get; }
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public EntityUid? User { get; }
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@@ -40,16 +44,19 @@ namespace Content.Server.Explosion.EntitySystems
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public sealed partial class TriggerSystem : EntitySystem
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{
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[Dependency] private readonly ExplosionSystem _explosions = default!;
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[Dependency] private readonly FixtureSystem _fixtures = default!;
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[Dependency] private readonly FlashSystem _flashSystem = default!;
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[Dependency] private readonly DoorSystem _sharedDoorSystem = default!;
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[Dependency] private readonly SharedBroadphaseSystem _broadphase = default!;
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public override void Initialize()
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{
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base.Initialize();
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InitializeProximity();
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InitializeOnUse();
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SubscribeLocalEvent<TriggerOnCollideComponent, StartCollideEvent>(HandleCollide);
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SubscribeLocalEvent<TriggerOnCollideComponent, StartCollideEvent>(OnTriggerCollide);
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SubscribeLocalEvent<DeleteOnTriggerComponent, TriggerEvent>(HandleDeleteTrigger);
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SubscribeLocalEvent<SoundOnTriggerComponent, TriggerEvent>(HandleSoundTrigger);
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@@ -88,11 +95,8 @@ namespace Content.Server.Explosion.EntitySystems
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#region Flash
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private void HandleFlashTrigger(EntityUid uid, FlashOnTriggerComponent component, TriggerEvent args)
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{
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if (component.Flashed) return;
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// TODO Make flash durations sane ffs.
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_flashSystem.FlashArea(uid, args.User, component.Range, component.Duration * 1000f);
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component.Flashed = true;
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}
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#endregion
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@@ -112,15 +116,9 @@ namespace Content.Server.Explosion.EntitySystems
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_sharedDoorSystem.TryToggleDoor(uid);
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}
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private void HandleCollide(EntityUid uid, TriggerOnCollideComponent component, StartCollideEvent args)
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private void OnTriggerCollide(EntityUid uid, TriggerOnCollideComponent component, StartCollideEvent args)
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{
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EntityUid? user = null;
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if (EntityManager.TryGetComponent(uid, out ProjectileComponent projectile))
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user = projectile.Shooter;
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else if (EntityManager.TryGetComponent(uid, out ThrownItemComponent thrown))
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user = thrown.Thrower;
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Trigger(component.Owner, user);
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Trigger(component.Owner);
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}
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@@ -144,5 +142,12 @@ namespace Content.Server.Explosion.EntitySystems
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Trigger(triggered, user);
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});
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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UpdateProximity(frameTime);
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}
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}
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}
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