Actual lockers (#195)
Adds storing entities into lockers the way we all know and love. Relies on an implementation of ITileDefinition in https://github.com/space-wizards/space-station-14/pull/193 (just like origin/master) #191
This commit is contained in:
committed by
Pieter-Jan Briers
parent
1fe24eeb12
commit
903961771b
160
Content.Server/GameObjects/Components/EntityStorageComponent.cs
Normal file
160
Content.Server/GameObjects/Components/EntityStorageComponent.cs
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@@ -0,0 +1,160 @@
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using Content.Server.GameObjects.EntitySystems;
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using Robust.Server.GameObjects.Components.Container;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects.Components;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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using System.Linq;
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namespace Content.Server.GameObjects.Components
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{
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public class EntityStorageComponent : Component, IAttackHand
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{
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public override string Name => "EntityStorage";
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private ServerStorageComponent StorageComponent;
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private int StorageCapacityMax;
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private bool IsCollidableWhenOpen;
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private Container Contents;
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private IEntityQuery entityQuery;
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public override void Initialize()
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{
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base.Initialize();
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Contents = ContainerManagerComponent.Ensure<Container>($"{typeof(EntityStorageComponent).FullName}{Owner.Uid.ToString()}", Owner);
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StorageComponent = Owner.AddComponent<ServerStorageComponent>();
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StorageComponent.Initialize();
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entityQuery = new IntersectingEntityQuery(Owner);
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref StorageCapacityMax, "Capacity", 30);
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serializer.DataField(ref IsCollidableWhenOpen, "IsCollidableWhenOpen", false);
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}
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[ViewVariables(VVAccess.ReadWrite)]
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public bool Open
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{
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get => StorageComponent.Open;
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set => StorageComponent.Open = value;
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}
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public bool AttackHand(AttackHandEventArgs eventArgs)
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{
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if (Open)
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{
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CloseStorage();
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}
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else
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{
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OpenStorage();
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}
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return true;
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}
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private void CloseStorage()
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{
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Open = false;
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var entities = Owner.EntityManager.GetEntities(entityQuery);
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int count = 0;
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foreach (var entity in entities)
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{
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if (!AddToContents(entity))
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{
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continue;
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}
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count++;
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if (count >= StorageCapacityMax)
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{
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break;
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}
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}
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ModifyComponents();
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}
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private void OpenStorage()
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{
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Open = true;
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EmptyContents();
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ModifyComponents();
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}
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private void ModifyComponents()
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{
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if (Owner.TryGetComponent<ICollidableComponent>(out var collidableComponent))
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{
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collidableComponent.CollisionEnabled = IsCollidableWhenOpen || !Open;
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}
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if (Owner.TryGetComponent<PlaceableSurfaceComponent>(out var placeableSurfaceComponent))
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{
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placeableSurfaceComponent.IsPlaceable = Open;
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}
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}
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private bool AddToContents(IEntity entity)
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{
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var collidableComponent = Owner.GetComponent<ICollidableComponent>();
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if(entity.TryGetComponent<ICollidableComponent>(out var entityCollidableComponent))
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{
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if(collidableComponent.WorldAABB.Size.X < entityCollidableComponent.WorldAABB.Size.X
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|| collidableComponent.WorldAABB.Size.Y < entityCollidableComponent.WorldAABB.Size.Y)
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{
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return false;
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}
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if (collidableComponent.WorldAABB.Left > entityCollidableComponent.WorldAABB.Left)
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{
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entity.Transform.WorldPosition += new Vector2(collidableComponent.WorldAABB.Left - entityCollidableComponent.WorldAABB.Left, 0);
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}
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else if (collidableComponent.WorldAABB.Right < entityCollidableComponent.WorldAABB.Right)
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{
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entity.Transform.WorldPosition += new Vector2(collidableComponent.WorldAABB.Right - entityCollidableComponent.WorldAABB.Right, 0);
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}
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if (collidableComponent.WorldAABB.Bottom > entityCollidableComponent.WorldAABB.Bottom)
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{
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entity.Transform.WorldPosition += new Vector2(0, collidableComponent.WorldAABB.Bottom - entityCollidableComponent.WorldAABB.Bottom);
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}
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else if (collidableComponent.WorldAABB.Top < entityCollidableComponent.WorldAABB.Top)
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{
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entity.Transform.WorldPosition += new Vector2(0, collidableComponent.WorldAABB.Top - entityCollidableComponent.WorldAABB.Top);
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}
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}
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if (Contents.CanInsert(entity))
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{
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Contents.Insert(entity);
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return true;
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}
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return false;
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}
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private void EmptyContents()
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{
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while (Contents.ContainedEntities.Count > 0 )
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{
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var containedEntity = Contents.ContainedEntities.First();
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Contents.Remove(containedEntity);
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}
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}
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public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
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{
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base.HandleMessage(message, netChannel, component);
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switch (message)
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{
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case RelayMovementEntityMessage msg:
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if(msg.Entity.TryGetComponent<HandsComponent>(out var handsComponent))
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{
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OpenStorage();
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}
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break;
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}
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}
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}
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}
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@@ -248,6 +248,10 @@ namespace Content.Server.GameObjects
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// TODO: The item should be dropped to the container our owner is in, if any.
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item.Owner.Transform.GridPosition = Owner.Transform.GridPosition;
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if (item.Owner.TryGetComponent<SpriteComponent>(out var spriteComponent))
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{
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spriteComponent.RenderOrder = item.Owner.EntityManager.CurrentTick.Value;
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}
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Dirty();
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return true;
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@@ -6,10 +6,13 @@ using Content.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using System;
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using Content.Shared.GameObjects.Components.Items;
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using Content.Server.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.Maths;
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namespace Content.Server.GameObjects
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{
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public class ItemComponent : StoreableComponent, IAttackHand
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public class ItemComponent : StoreableComponent, IAttackHand, IAfterAttack
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{
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public override string Name => "Item";
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public override uint? NetID => ContentNetIDs.ITEM;
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@@ -87,5 +90,38 @@ namespace Content.Server.GameObjects
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{
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return new ItemComponentState(EquippedPrefix);
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}
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public void AfterAttack(AfterAttackEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent<HandsComponent>(out var handComponent))
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{
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return;
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}
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if (!eventArgs.Attacked.TryGetComponent<PlaceableSurfaceComponent>(out var placeableSurfaceComponent))
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{
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return;
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}
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handComponent.Drop(handComponent.ActiveIndex);
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Owner.Transform.WorldPosition = eventArgs.ClickLocation.Position;
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return;
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}
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public void Fumble()
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{
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if (Owner.TryGetComponent<PhysicsComponent>(out var physicsComponent))
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{
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physicsComponent.LinearVelocity += RandomOffset();
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}
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}
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private Vector2 RandomOffset()
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{
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return new Vector2(RandomOffset(), RandomOffset());
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float RandomOffset()
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{
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var size = 15.0F;
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return (new Random().NextFloat() * size) - size / 2;
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}
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}
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}
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}
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@@ -17,6 +17,7 @@ using System.Collections.Generic;
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using Content.Shared.Interfaces;
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using Robust.Shared.GameObjects.EntitySystemMessages;
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using Robust.Shared.ViewVariables;
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using Content.Server.GameObjects.Components;
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namespace Content.Server.GameObjects
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{
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@@ -131,13 +132,20 @@ namespace Content.Server.GameObjects
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/// <param name="user"></param>
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/// <param name="attackwith"></param>
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/// <returns></returns>
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bool IAttackBy.AttackBy(AttackByEventArgs eventArgs)
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public bool AttackBy(AttackByEventArgs eventArgs)
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{
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_ensureInitialCalculated();
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Logger.DebugS("Storage", "Storage (UID {0}) attacked by user (UID {1}) with entity (UID {2}).", Owner.Uid, eventArgs.User.Uid, eventArgs.AttackWith.Uid);
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if (!eventArgs.User.TryGetComponent(out HandsComponent hands))
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if(Owner.TryGetComponent<PlaceableSurfaceComponent>(out var placeableSurfaceComponent))
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{
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return false;
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}
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if (!eventArgs.User.TryGetComponent(out HandsComponent hands))
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{
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return false;
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}
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//Check that we can drop the item from our hands first otherwise we obviously cant put it inside
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if (CanInsert(hands.GetActiveHand.Owner) && hands.Drop(hands.ActiveIndex))
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@@ -324,10 +332,5 @@ namespace Content.Server.GameObjects
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_storageInitialCalculated = true;
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}
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public bool Attackby(AttackByEventArgs eventArgs)
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{
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throw new System.NotImplementedException();
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}
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}
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}
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@@ -0,0 +1,20 @@
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects.Components
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{
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public class PlaceableSurfaceComponent : Component
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{
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public override string Name => "PlaceableSurface";
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private bool _isPlaceable;
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public bool IsPlaceable { get => _isPlaceable; set => _isPlaceable = value; }
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _isPlaceable, "IsPlaceable", true);
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}
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}
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}
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@@ -2,6 +2,7 @@
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using Content.Server.GameObjects.Components.Projectiles;
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using Content.Shared.GameObjects;
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using Content.Shared.Physics;
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using Robust.Server.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.GameObjects.Components;
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@@ -25,9 +26,10 @@ namespace Content.Server.GameObjects.Components
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// after impacting the first object.
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// For realism this should actually be changed when the velocity of the object is less than a threshold.
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// This would allow ricochets off walls, and weird gravity effects from slowing the object.
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if (collidedwith.Count > 0 && Owner.TryGetComponent(out ICollidableComponent body))
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if (collidedwith.Count > 0 && Owner.TryGetComponent(out CollidableComponent body))
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{
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body.CollisionMask &= (int) ~CollisionGroup.Mob;
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body.CollisionMask &= (int)~CollisionGroup.Mob;
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body.IsScrapingFloor = true;
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// KYS, your job is finished.
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Owner.RemoveComponent<ThrownItemComponent>();
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@@ -16,6 +16,7 @@ using Robust.Shared.GameObjects;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.GameObjects.Components.Power;
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using Content.Shared.Interfaces;
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using Content.Shared.Physics;
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namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
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{
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@@ -84,7 +85,7 @@ namespace Content.Server.GameObjects.Components.Weapon.Ranged.Hitscan
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var userPosition = user.Transform.WorldPosition; //Remember world positions are ephemeral and can only be used instantaneously
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var angle = new Angle(clickLocation.Position - userPosition);
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var ray = new Ray(userPosition, angle.ToVec(), 0); //TODO set the CollsionMask for this ray.
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var ray = new Ray(userPosition, angle.ToVec(), (int)(CollisionGroup.Grid | CollisionGroup.Mob));
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var rayCastResults = IoCManager.Resolve<IPhysicsManager>().IntersectRay(ray, MaxLength,
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Owner.Transform.GetMapTransform().Owner);
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@@ -109,22 +109,16 @@ namespace Content.Server.GameObjects.EntitySystems
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{
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var ent = ((IPlayerSession) session).AttachedEntity;
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if(ent == null || !ent.IsValid())
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if (ent == null || !ent.IsValid())
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{
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return;
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}
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if (!ent.TryGetComponent(out HandsComponent handsComp))
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{
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return;
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var transform = ent.Transform;
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if (transform.GridPosition.InRange(coords, InteractionSystem.INTERACTION_RANGE))
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{
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handsComp.Drop(handsComp.ActiveIndex, coords);
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}
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else
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{
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handsComp.Drop(handsComp.ActiveIndex);
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}
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handsComp.Drop(handsComp.ActiveIndex);
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}
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private static void HandleActivateItem(ICommonSession session)
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@@ -163,22 +157,17 @@ namespace Content.Server.GameObjects.EntitySystems
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if (!throwEnt.TryGetComponent(out CollidableComponent colComp))
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{
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colComp = throwEnt.AddComponent<CollidableComponent>();
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if(!colComp.Running)
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colComp.Startup();
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return;
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}
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colComp.CollisionEnabled = true;
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colComp.CollisionLayer |= (int)CollisionGroup.Items;
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colComp.CollisionMask |= (int)CollisionGroup.Grid;
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// I can now collide with player, so that i can do damage.
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colComp.CollisionMask |= (int) CollisionGroup.Mob;
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if (!throwEnt.TryGetComponent(out ThrownItemComponent projComp))
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{
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projComp = throwEnt.AddComponent<ThrownItemComponent>();
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colComp.CollisionMask |= (int)CollisionGroup.Mob;
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colComp.IsScrapingFloor = false;
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}
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projComp.IgnoreEntity(plyEnt);
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