Thrusters (shuttle go nyoom) (#5352)
This commit is contained in:
465
Content.Server/Shuttles/EntitySystems/DockingSystem.cs
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465
Content.Server/Shuttles/EntitySystems/DockingSystem.cs
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using Content.Server.Doors.Components;
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using Content.Server.Power.Components;
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using Content.Server.Shuttles.Components;
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using Content.Shared.Doors;
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using Content.Shared.Verbs;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Utility;
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namespace Content.Server.Shuttles.EntitySystems
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{
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public sealed class DockingSystem : EntitySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly SharedBroadphaseSystem _broadphaseSystem = default!;
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[Dependency] private readonly SharedJointSystem _jointSystem = default!;
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private const string DockingFixture = "docking";
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private const string DockingJoint = "docking";
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private const float DockingRadius = 0.20f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DockingComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<DockingComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<DockingComponent, PowerChangedEvent>(OnPowerChange);
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SubscribeLocalEvent<DockingComponent, AnchorStateChangedEvent>(OnAnchorChange);
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SubscribeLocalEvent<DockingComponent, GetInteractionVerbsEvent>(OnVerb);
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SubscribeLocalEvent<DockingComponent, BeforeDoorAutoCloseEvent>(OnAutoClose);
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}
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private void OnAutoClose(EntityUid uid, DockingComponent component, BeforeDoorAutoCloseEvent args)
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{
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// We'll just pin the door open when docked.
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if (component.Docked)
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args.Cancel();
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}
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private void OnVerb(EntityUid uid, DockingComponent component, GetInteractionVerbsEvent args)
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{
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if (!args.CanInteract ||
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!args.CanAccess) return;
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Verb? verb;
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// TODO: Have it open the UI and have the UI do this.
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if (!component.Docked &&
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EntityManager.TryGetComponent(uid, out PhysicsComponent? body) &&
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EntityManager.TryGetComponent(uid, out TransformComponent? xform))
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{
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DockingComponent? otherDock = null;
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if (component.Enabled)
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otherDock = GetDockable(body, xform);
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verb = new Verb
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{
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Disabled = otherDock == null,
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Text = Loc.GetString("docking-component-dock"),
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Act = () =>
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{
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if (otherDock == null) return;
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TryDock(component, otherDock);
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}
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};
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}
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else if (component.Docked)
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{
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verb = new Verb
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{
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Disabled = !component.Docked,
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Text = Loc.GetString("docking-component-undock"),
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Act = () =>
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{
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if (component.DockedWith == null || !component.Enabled) return;
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Undock(component);
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}
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};
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}
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else
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{
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return;
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}
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args.Verbs.Add(verb);
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}
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private DockingComponent? GetDockable(PhysicsComponent body, TransformComponent dockingXform)
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{
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// Did you know Saltern is the most dockable station?
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// Assume the docking port itself (and its body) is valid
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if (!_mapManager.TryGetGrid(dockingXform.GridID, out var grid) ||
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!EntityManager.HasComponent<ShuttleComponent>(grid.GridEntityId)) return null;
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var transform = body.GetTransform();
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var dockingFixture = body.GetFixture(DockingFixture);
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if (dockingFixture == null)
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{
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DebugTools.Assert(false);
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Logger.ErrorS("docking", $"Found null fixture on {EntityManager.GetEntity(body.OwnerUid)}");
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return null;
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}
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Box2? aabb = null;
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for (var i = 0; i < dockingFixture.Shape.ChildCount; i++)
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{
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aabb = aabb?.Union(dockingFixture.Shape.ComputeAABB(transform, i)) ?? dockingFixture.Shape.ComputeAABB(transform, i);
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}
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if (aabb == null) return null;
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var enlargedAABB = aabb.Value.Enlarged(DockingRadius * 1.5f);
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// Get any docking ports in range on other grids.
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_mapManager.FindGridsIntersectingEnumerator(dockingXform.MapID, enlargedAABB, out var enumerator);
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while (enumerator.MoveNext(out var otherGrid))
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{
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if (otherGrid.Index == dockingXform.GridID) continue;
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foreach (var ent in otherGrid.GetAnchoredEntities(enlargedAABB))
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{
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if (!EntityManager.TryGetComponent(ent, out DockingComponent? otherDocking) ||
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!otherDocking.Enabled ||
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!EntityManager.TryGetComponent(ent, out PhysicsComponent? otherBody)) continue;
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var otherTransform = otherBody.GetTransform();
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var otherDockingFixture = otherBody.GetFixture(DockingFixture);
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if (otherDockingFixture == null)
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{
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DebugTools.Assert(false);
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Logger.ErrorS("docking", $"Found null docking fixture on {EntityManager.GetEntity(ent)}");
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continue;
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}
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for (var i = 0; i < otherDockingFixture.Shape.ChildCount; i++)
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{
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var otherAABB = otherDockingFixture.Shape.ComputeAABB(otherTransform, i);
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if (!aabb.Value.Intersects(otherAABB)) continue;
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// TODO: Need CollisionManager's GJK for accurate bounds
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// Realistically I want 2 fixtures anyway but I'll deal with that later.
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return otherDocking;
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}
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}
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}
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return null;
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}
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private void OnShutdown(EntityUid uid, DockingComponent component, ComponentShutdown args)
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{
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if (component.DockedWith == null ||
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EntityManager.GetComponent<MetaDataComponent>(uid).EntityLifeStage > EntityLifeStage.MapInitialized) return;
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Cleanup(component);
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}
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private void Cleanup(DockingComponent dockA)
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{
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_jointSystem.RemoveJoint(dockA.DockJoint!);
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var dockB = dockA.DockedWith;
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if (dockB == null || dockA.DockJoint == null)
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{
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DebugTools.Assert(false);
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Logger.Error("docking", $"Tried to cleanup {dockA.OwnerUid} but not docked?");
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dockA.DockedWith = null;
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if (dockA.DockJoint != null)
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{
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// We'll still cleanup the dock joint on release at least
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_jointSystem.RemoveJoint(dockA.DockJoint);
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}
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return;
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}
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dockB.DockedWith = null;
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dockB.DockJoint = null;
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dockA.DockJoint = null;
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dockA.DockedWith = null;
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// If these grids are ever invalid then need to look at fixing ordering for unanchored events elsewhere.
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var gridAUid = _mapManager.GetGrid(EntityManager.GetComponent<TransformComponent>(dockA.OwnerUid).GridID).GridEntityId;
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var gridBUid = _mapManager.GetGrid(EntityManager.GetComponent<TransformComponent>(dockB.OwnerUid).GridID).GridEntityId;
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var msg = new UndockEvent
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{
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DockA = dockA,
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DockB = dockB,
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GridAUid = gridAUid,
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GridBUid = gridBUid,
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};
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EntityManager.EventBus.RaiseLocalEvent(dockA.OwnerUid, msg, false);
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EntityManager.EventBus.RaiseLocalEvent(dockB.OwnerUid, msg, false);
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EntityManager.EventBus.RaiseEvent(EventSource.Local, msg);
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}
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private void OnStartup(EntityUid uid, DockingComponent component, ComponentStartup args)
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{
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// Use startup so transform already initialized
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if (!EntityManager.GetComponent<TransformComponent>(uid).Anchored) return;
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EnableDocking(uid, component);
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}
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private void OnAnchorChange(EntityUid uid, DockingComponent component, ref AnchorStateChangedEvent args)
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{
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if (args.Anchored)
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{
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EnableDocking(uid, component);
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}
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else
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{
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DisableDocking(uid, component);
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}
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}
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private void OnPowerChange(EntityUid uid, DockingComponent component, PowerChangedEvent args)
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{
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if (args.Powered)
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{
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EnableDocking(uid, component);
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}
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else
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{
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DisableDocking(uid, component);
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}
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}
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private void DisableDocking(EntityUid uid, DockingComponent component)
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{
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if (!component.Enabled) return;
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component.Enabled = false;
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if (component.DockedWith != null)
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{
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Undock(component);
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}
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if (!EntityManager.TryGetComponent(uid, out PhysicsComponent? physicsComponent))
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{
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return;
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}
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_broadphaseSystem.DestroyFixture(physicsComponent, DockingFixture);
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}
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private void EnableDocking(EntityUid uid, DockingComponent component)
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{
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if (component.Enabled)
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return;
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if (!EntityManager.TryGetComponent(uid, out PhysicsComponent? physicsComponent))
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return;
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component.Enabled = true;
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// TODO: WTF IS THIS GARBAGE
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var shape = new PhysShapeCircle
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{
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// Want half of the unit vector
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Position = new Vector2(0f, -0.5f),
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Radius = DockingRadius
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};
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// Listen it makes intersection tests easier; you can probably dump this but it requires a bunch more boilerplate
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var fixture = new Fixture(physicsComponent, shape)
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{
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ID = DockingFixture,
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Hard = false,
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};
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// TODO: I want this to ideally be 2 fixtures to force them to have some level of alignment buuuttt
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// I also need collisionmanager for that yet again so they get dis.
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_broadphaseSystem.CreateFixture(physicsComponent, fixture);
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}
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/// <summary>
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/// Docks 2 ports together and assumes it is valid.
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/// </summary>
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private void Dock(DockingComponent dockA, DockingComponent dockB)
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{
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Logger.DebugS("docking", $"Docking between {dockA.Owner} and {dockB.Owner}");
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// https://gamedev.stackexchange.com/questions/98772/b2distancejoint-with-frequency-equal-to-0-vs-b2weldjoint
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// We could also potentially use a prismatic joint? Depending if we want clamps that can extend or whatever
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var dockAXform = EntityManager.GetComponent<TransformComponent>(dockA.OwnerUid);
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var dockBXform = EntityManager.GetComponent<TransformComponent>(dockB.OwnerUid);
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var gridA = _mapManager.GetGrid(dockAXform.GridID).GridEntityId;
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var gridB = _mapManager.GetGrid(dockBXform.GridID).GridEntityId;
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SharedJointSystem.LinearStiffness(
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2f,
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0.7f,
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EntityManager.GetComponent<PhysicsComponent>(gridA).Mass,
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EntityManager.GetComponent<PhysicsComponent>(gridB).Mass,
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out var stiffness,
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out var damping);
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// These need playing around with
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// Could also potentially have collideconnected false and stiffness 0 but it was a bit more suss???
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var joint = _jointSystem.CreateWeldJoint(gridA, gridB, DockingJoint + dockA.OwnerUid);
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var gridAXform = EntityManager.GetComponent<TransformComponent>(gridA);
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var gridBXform = EntityManager.GetComponent<TransformComponent>(gridB);
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var anchorA = dockAXform.LocalPosition + dockAXform.LocalRotation.ToWorldVec() / 2f;
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var anchorB = dockBXform.LocalPosition + dockBXform.LocalRotation.ToWorldVec() / 2f;
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joint.LocalAnchorA = anchorA;
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joint.LocalAnchorB = anchorB;
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joint.ReferenceAngle = (float) (gridBXform.WorldRotation - gridAXform.WorldRotation);
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joint.CollideConnected = true;
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joint.Stiffness = stiffness;
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joint.Damping = damping;
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dockA.DockedWith = dockB;
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dockB.DockedWith = dockA;
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dockA.DockJoint = joint;
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dockB.DockJoint = joint;
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if (EntityManager.TryGetComponent(dockA.OwnerUid, out ServerDoorComponent? doorA))
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{
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doorA.Open();
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}
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if (EntityManager.TryGetComponent(dockB.OwnerUid, out ServerDoorComponent? doorB))
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{
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doorB.Open();
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}
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var msg = new DockEvent
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{
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DockA = dockA,
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DockB = dockB,
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GridAUid = gridA,
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GridBUid = gridB,
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};
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EntityManager.EventBus.RaiseLocalEvent(dockA.OwnerUid, msg, false);
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EntityManager.EventBus.RaiseLocalEvent(dockB.OwnerUid, msg, false);
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EntityManager.EventBus.RaiseEvent(EventSource.Local, msg);
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}
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/// <summary>
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/// Attempts to dock 2 ports together and will return early if it's not possible.
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/// </summary>
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private void TryDock(DockingComponent dockA, DockingComponent dockB)
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{
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if (!EntityManager.TryGetComponent(dockA.OwnerUid, out PhysicsComponent? bodyA) ||
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!EntityManager.TryGetComponent(dockB.OwnerUid, out PhysicsComponent? bodyB) ||
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!dockA.Enabled ||
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!dockB.Enabled)
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{
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return;
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}
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var fixtureA = bodyA.GetFixture(DockingFixture);
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var fixtureB = bodyB.GetFixture(DockingFixture);
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if (fixtureA == null || fixtureB == null)
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{
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return;
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}
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var transformA = bodyA.GetTransform();
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var transformB = bodyB.GetTransform();
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var intersect = false;
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for (var i = 0; i < fixtureA.Shape.ChildCount; i++)
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{
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var aabb = fixtureA.Shape.ComputeAABB(transformA, i);
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for (var j = 0; j < fixtureB.Shape.ChildCount; j++)
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{
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var otherAABB = fixtureB.Shape.ComputeAABB(transformB, j);
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if (!aabb.Intersects(otherAABB)) continue;
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// TODO: Need collisionmanager's GJK for accurate checks don't @ me son
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intersect = true;
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break;
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}
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if (intersect) break;
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}
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if (!intersect) return;
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Dock(dockA, dockB);
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}
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private void Undock(DockingComponent dock)
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{
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if (dock.DockedWith == null)
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{
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DebugTools.Assert(false);
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Logger.ErrorS("docking", $"Tried to undock {dock.OwnerUid} but not docked with anything?");
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return;
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}
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if (EntityManager.TryGetComponent(dock.OwnerUid, out ServerDoorComponent? doorA))
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{
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doorA.Close();
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}
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if (EntityManager.TryGetComponent(dock.DockedWith.OwnerUid, out ServerDoorComponent? doorB))
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{
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doorB.Close();
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}
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// Could maybe give the shuttle a light push away, or at least if there's no other docks left?
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Cleanup(dock);
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}
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/// <summary>
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/// Raised whenever 2 airlocks dock.
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/// </summary>
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public sealed class DockEvent : EntityEventArgs
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{
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public DockingComponent DockA = default!;
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public DockingComponent DockB = default!;
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public EntityUid GridAUid = default!;
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public EntityUid GridBUid = default!;
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}
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/// <summary>
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/// Raised whenever 2 grids undock.
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/// </summary>
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public sealed class UndockEvent : EntityEventArgs
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{
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public DockingComponent DockA = default!;
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public DockingComponent DockB = default!;
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public EntityUid GridAUid = default!;
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public EntityUid GridBUid = default!;
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}
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||||
}
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||||
}
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192
Content.Server/Shuttles/EntitySystems/ShuttleConsoleSystem.cs
Normal file
192
Content.Server/Shuttles/EntitySystems/ShuttleConsoleSystem.cs
Normal file
@@ -0,0 +1,192 @@
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using Content.Server.Alert;
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using Content.Server.Power.Components;
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using Content.Server.Shuttles.Components;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Alert;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Shuttles;
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using Content.Shared.Shuttles.Components;
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using Content.Shared.Tag;
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using Robust.Shared.GameObjects;
|
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Utility;
|
||||
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namespace Content.Server.Shuttles.EntitySystems
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||||
{
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internal sealed class ShuttleConsoleSystem : SharedShuttleConsoleSystem
|
||||
{
|
||||
[Dependency] private readonly ActionBlockerSystem _blocker = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
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||||
base.Initialize();
|
||||
SubscribeLocalEvent<ShuttleConsoleComponent, ComponentShutdown>(HandleConsoleShutdown);
|
||||
SubscribeLocalEvent<PilotComponent, ComponentShutdown>(HandlePilotShutdown);
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||||
SubscribeLocalEvent<ShuttleConsoleComponent, ActivateInWorldEvent>(HandleConsoleInteract);
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||||
SubscribeLocalEvent<PilotComponent, MoveEvent>(HandlePilotMove);
|
||||
SubscribeLocalEvent<ShuttleConsoleComponent, PowerChangedEvent>(HandlePowerChange);
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
|
||||
var toRemove = new RemQueue<PilotComponent>();
|
||||
|
||||
foreach (var comp in EntityManager.EntityQuery<PilotComponent>())
|
||||
{
|
||||
if (comp.Console == null) continue;
|
||||
|
||||
if (!_blocker.CanInteract(comp.OwnerUid))
|
||||
{
|
||||
toRemove.Add(comp);
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var comp in toRemove)
|
||||
{
|
||||
RemovePilot(comp);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Console requires power to operate.
|
||||
/// </summary>
|
||||
private void HandlePowerChange(EntityUid uid, ShuttleConsoleComponent component, PowerChangedEvent args)
|
||||
{
|
||||
if (!args.Powered)
|
||||
{
|
||||
component.Enabled = false;
|
||||
|
||||
ClearPilots(component);
|
||||
}
|
||||
else
|
||||
{
|
||||
component.Enabled = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// If pilot is moved then we'll stop them from piloting.
|
||||
/// </summary>
|
||||
private void HandlePilotMove(EntityUid uid, PilotComponent component, ref MoveEvent args)
|
||||
{
|
||||
if (component.Console == null || component.Position == null)
|
||||
{
|
||||
DebugTools.Assert(component.Position == null && component.Console == null);
|
||||
EntityManager.RemoveComponent<PilotComponent>(uid);
|
||||
return;
|
||||
}
|
||||
|
||||
if (args.NewPosition.TryDistance(EntityManager, component.Position.Value, out var distance) &&
|
||||
distance < PilotComponent.BreakDistance) return;
|
||||
|
||||
RemovePilot(component);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// For now pilots just interact with the console and can start piloting with wasd.
|
||||
/// </summary>
|
||||
private void HandleConsoleInteract(EntityUid uid, ShuttleConsoleComponent component, ActivateInWorldEvent args)
|
||||
{
|
||||
if (!args.User.HasTag("CanPilot"))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var pilotComponent = EntityManager.EnsureComponent<PilotComponent>(args.User.Uid);
|
||||
|
||||
if (!component.Enabled)
|
||||
{
|
||||
args.User.PopupMessage($"Console is not powered.");
|
||||
return;
|
||||
}
|
||||
|
||||
args.Handled = true;
|
||||
var console = pilotComponent.Console;
|
||||
|
||||
if (console != null)
|
||||
{
|
||||
RemovePilot(pilotComponent);
|
||||
|
||||
if (console == component)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
AddPilot(args.User, component);
|
||||
}
|
||||
|
||||
private void HandlePilotShutdown(EntityUid uid, PilotComponent component, ComponentShutdown args)
|
||||
{
|
||||
RemovePilot(component);
|
||||
}
|
||||
|
||||
private void HandleConsoleShutdown(EntityUid uid, ShuttleConsoleComponent component, ComponentShutdown args)
|
||||
{
|
||||
ClearPilots(component);
|
||||
}
|
||||
|
||||
public void AddPilot(IEntity entity, ShuttleConsoleComponent component)
|
||||
{
|
||||
if (!_blocker.CanInteract(entity.Uid) ||
|
||||
!entity.TryGetComponent(out PilotComponent? pilotComponent) ||
|
||||
component.SubscribedPilots.Contains(pilotComponent))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
component.SubscribedPilots.Add(pilotComponent);
|
||||
|
||||
if (entity.TryGetComponent(out ServerAlertsComponent? alertsComponent))
|
||||
{
|
||||
alertsComponent.ShowAlert(AlertType.PilotingShuttle);
|
||||
}
|
||||
|
||||
entity.PopupMessage(Loc.GetString("shuttle-pilot-start"));
|
||||
pilotComponent.Console = component;
|
||||
pilotComponent.Position = EntityManager.GetComponent<TransformComponent>(entity.Uid).Coordinates;
|
||||
pilotComponent.Dirty();
|
||||
}
|
||||
|
||||
public void RemovePilot(PilotComponent pilotComponent)
|
||||
{
|
||||
var console = pilotComponent.Console;
|
||||
|
||||
if (console is not ShuttleConsoleComponent helmsman) return;
|
||||
|
||||
pilotComponent.Console = null;
|
||||
pilotComponent.Position = null;
|
||||
|
||||
if (!helmsman.SubscribedPilots.Remove(pilotComponent)) return;
|
||||
|
||||
if (pilotComponent.Owner.TryGetComponent(out ServerAlertsComponent? alertsComponent))
|
||||
{
|
||||
alertsComponent.ClearAlert(AlertType.PilotingShuttle);
|
||||
}
|
||||
|
||||
pilotComponent.Owner.PopupMessage(Loc.GetString("shuttle-pilot-end"));
|
||||
|
||||
if (pilotComponent.LifeStage < ComponentLifeStage.Stopping)
|
||||
EntityManager.RemoveComponent<PilotComponent>(pilotComponent.Owner.Uid);
|
||||
}
|
||||
|
||||
public void RemovePilot(IEntity entity)
|
||||
{
|
||||
if (!entity.TryGetComponent(out PilotComponent? pilotComponent)) return;
|
||||
|
||||
RemovePilot(pilotComponent);
|
||||
}
|
||||
|
||||
public void ClearPilots(ShuttleConsoleComponent component)
|
||||
{
|
||||
while (component.SubscribedPilots.TryGetValue(0, out var pilot))
|
||||
{
|
||||
RemovePilot(pilot);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
117
Content.Server/Shuttles/EntitySystems/ShuttleSystem.cs
Normal file
117
Content.Server/Shuttles/EntitySystems/ShuttleSystem.cs
Normal file
@@ -0,0 +1,117 @@
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.Shuttles.Components;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Physics;
|
||||
|
||||
namespace Content.Server.Shuttles.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
internal sealed class ShuttleSystem : EntitySystem
|
||||
{
|
||||
private const float TileMassMultiplier = 4f;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
SubscribeLocalEvent<ShuttleComponent, ComponentAdd>(OnShuttleAdd);
|
||||
SubscribeLocalEvent<ShuttleComponent, ComponentStartup>(OnShuttleStartup);
|
||||
SubscribeLocalEvent<ShuttleComponent, ComponentShutdown>(OnShuttleShutdown);
|
||||
|
||||
SubscribeLocalEvent<GridInitializeEvent>(OnGridInit);
|
||||
SubscribeLocalEvent<GridFixtureChangeEvent>(OnGridFixtureChange);
|
||||
}
|
||||
|
||||
private void OnShuttleAdd(EntityUid uid, ShuttleComponent component, ComponentAdd args)
|
||||
{
|
||||
// Easier than doing it in the comp and they don't have constructors.
|
||||
for (var i = 0; i < component.LinearThrusters.Length; i++)
|
||||
{
|
||||
component.LinearThrusters[i] = new List<ThrusterComponent>();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnGridFixtureChange(GridFixtureChangeEvent args)
|
||||
{
|
||||
// Look this is jank but it's a placeholder until we design it.
|
||||
if (args.NewFixtures.Count == 0) return;
|
||||
|
||||
foreach (var fixture in args.NewFixtures)
|
||||
{
|
||||
fixture.Mass = fixture.Area * TileMassMultiplier;
|
||||
fixture.Restitution = 0.1f;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnGridInit(GridInitializeEvent ev)
|
||||
{
|
||||
EntityManager.GetEntity(ev.EntityUid).EnsureComponent<ShuttleComponent>();
|
||||
}
|
||||
|
||||
private void OnShuttleStartup(EntityUid uid, ShuttleComponent component, ComponentStartup args)
|
||||
{
|
||||
if (!component.Owner.HasComponent<IMapGridComponent>())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!component.Owner.TryGetComponent(out PhysicsComponent? physicsComponent))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (component.Enabled)
|
||||
{
|
||||
Enable(physicsComponent);
|
||||
}
|
||||
}
|
||||
|
||||
public void Toggle(ShuttleComponent component)
|
||||
{
|
||||
if (!component.Owner.TryGetComponent(out PhysicsComponent? physicsComponent)) return;
|
||||
|
||||
component.Enabled = !component.Enabled;
|
||||
|
||||
if (component.Enabled)
|
||||
{
|
||||
Enable(physicsComponent);
|
||||
}
|
||||
else
|
||||
{
|
||||
Disable(physicsComponent);
|
||||
}
|
||||
}
|
||||
|
||||
private void Enable(PhysicsComponent component)
|
||||
{
|
||||
component.BodyType = BodyType.Dynamic;
|
||||
component.BodyStatus = BodyStatus.InAir;
|
||||
//component.FixedRotation = false; TODO WHEN ROTATING SHUTTLES FIXED.
|
||||
component.FixedRotation = false;
|
||||
component.LinearDamping = 0.2f;
|
||||
component.AngularDamping = 0.3f;
|
||||
}
|
||||
|
||||
private void Disable(PhysicsComponent component)
|
||||
{
|
||||
component.BodyType = BodyType.Static;
|
||||
component.BodyStatus = BodyStatus.OnGround;
|
||||
component.FixedRotation = true;
|
||||
}
|
||||
|
||||
private void OnShuttleShutdown(EntityUid uid, ShuttleComponent component, ComponentShutdown args)
|
||||
{
|
||||
if (!component.Owner.TryGetComponent(out PhysicsComponent? physicsComponent))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Disable(physicsComponent);
|
||||
|
||||
foreach (var fixture in physicsComponent.Fixtures)
|
||||
{
|
||||
fixture.Mass = 0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
476
Content.Server/Shuttles/EntitySystems/ThrusterSystem.cs
Normal file
476
Content.Server/Shuttles/EntitySystems/ThrusterSystem.cs
Normal file
@@ -0,0 +1,476 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Runtime.CompilerServices;
|
||||
using Content.Server.Atmos.Components;
|
||||
using Content.Server.Atmos.EntitySystems;
|
||||
using Content.Server.Audio;
|
||||
using Content.Server.Power.Components;
|
||||
using Content.Server.Shuttles.Components;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Prototypes;
|
||||
using Content.Shared.FixedPoint;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Maps;
|
||||
using Content.Shared.Physics;
|
||||
using Content.Shared.Shuttles.Components;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics;
|
||||
using Robust.Shared.Physics.Collision.Shapes;
|
||||
using Robust.Shared.Physics.Dynamics;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Server.Shuttles.EntitySystems
|
||||
{
|
||||
public sealed class ThrusterSystem : EntitySystem
|
||||
{
|
||||
[Robust.Shared.IoC.Dependency] private readonly IMapManager _mapManager = default!;
|
||||
[Robust.Shared.IoC.Dependency] private readonly AmbientSoundSystem _ambient = default!;
|
||||
[Robust.Shared.IoC.Dependency] private readonly SharedBroadphaseSystem _broadphase = default!;
|
||||
[Robust.Shared.IoC.Dependency] private readonly DamageableSystem _damageable = default!;
|
||||
|
||||
// Essentially whenever thruster enables we update the shuttle's available impulses which are used for movement.
|
||||
// This is done for each direction available.
|
||||
|
||||
public const string BurnFixture = "thruster-burn";
|
||||
|
||||
private readonly HashSet<ThrusterComponent> _activeThrusters = new();
|
||||
|
||||
// Used for accumulating burn if someone touches a firing thruster.
|
||||
|
||||
private float _accumulator;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
SubscribeLocalEvent<ThrusterComponent, ActivateInWorldEvent>(OnActivateThruster);
|
||||
SubscribeLocalEvent<ThrusterComponent, ComponentInit>(OnThrusterInit);
|
||||
SubscribeLocalEvent<ThrusterComponent, ComponentShutdown>(OnThrusterShutdown);
|
||||
SubscribeLocalEvent<ThrusterComponent, PowerChangedEvent>(OnPowerChange);
|
||||
SubscribeLocalEvent<ThrusterComponent, AnchorStateChangedEvent>(OnAnchorChange);
|
||||
SubscribeLocalEvent<ThrusterComponent, RotateEvent>(OnRotate);
|
||||
|
||||
SubscribeLocalEvent<ThrusterComponent, StartCollideEvent>(OnStartCollide);
|
||||
SubscribeLocalEvent<ThrusterComponent, EndCollideEvent>(OnEndCollide);
|
||||
|
||||
_mapManager.TileChanged += OnTileChange;
|
||||
}
|
||||
|
||||
public override void Shutdown()
|
||||
{
|
||||
base.Shutdown();
|
||||
_mapManager.TileChanged -= OnTileChange;
|
||||
}
|
||||
|
||||
private void OnTileChange(object? sender, TileChangedEventArgs e)
|
||||
{
|
||||
// If the old tile was space but the new one isn't then disable all adjacent thrusters
|
||||
if (e.NewTile.IsSpace() || !e.OldTile.IsSpace()) return;
|
||||
|
||||
var tilePos = e.NewTile.GridIndices;
|
||||
|
||||
for (var x = -1; x <= 1; x++)
|
||||
{
|
||||
for (var y = -1; y <= 1; y++)
|
||||
{
|
||||
if (x != 0 && y != 0) continue;
|
||||
|
||||
var checkPos = tilePos + new Vector2i(x, y);
|
||||
|
||||
foreach (var ent in _mapManager.GetGrid(e.NewTile.GridIndex).GetAnchoredEntities(checkPos))
|
||||
{
|
||||
if (!EntityManager.TryGetComponent(ent, out ThrusterComponent? thruster) || thruster.Type == ThrusterType.Angular) continue;
|
||||
|
||||
// Work out if the thruster is facing this direction
|
||||
var direction = EntityManager.GetComponent<TransformComponent>(ent).LocalRotation.ToWorldVec();
|
||||
|
||||
if (new Vector2i((int) direction.X, (int) direction.Y) != new Vector2i(x, y)) continue;
|
||||
|
||||
DisableThruster(ent, thruster);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnActivateThruster(EntityUid uid, ThrusterComponent component, ActivateInWorldEvent args)
|
||||
{
|
||||
component.Enabled ^= true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// If the thruster rotates change the direction where the linear thrust is applied
|
||||
/// </summary>
|
||||
private void OnRotate(EntityUid uid, ThrusterComponent component, ref RotateEvent args)
|
||||
{
|
||||
// TODO: Disable visualizer for old direction
|
||||
|
||||
if (!component.IsOn ||
|
||||
component.Type != ThrusterType.Linear ||
|
||||
!EntityManager.TryGetComponent(uid, out TransformComponent? xform) ||
|
||||
!_mapManager.TryGetGrid(xform.GridID, out var grid) ||
|
||||
!EntityManager.TryGetComponent(grid.GridEntityId, out ShuttleComponent? shuttleComponent)) return;
|
||||
|
||||
var oldDirection = (int) args.OldRotation.GetCardinalDir() / 2;
|
||||
var direction = (int) args.NewRotation.GetCardinalDir() / 2;
|
||||
|
||||
shuttleComponent.LinearThrusterImpulse[oldDirection] -= component.Impulse;
|
||||
DebugTools.Assert(shuttleComponent.LinearThrusters[oldDirection].Contains(component));
|
||||
shuttleComponent.LinearThrusters[oldDirection].Remove(component);
|
||||
|
||||
shuttleComponent.LinearThrusterImpulse[direction] += component.Impulse;
|
||||
DebugTools.Assert(!shuttleComponent.LinearThrusters[direction].Contains(component));
|
||||
shuttleComponent.LinearThrusters[direction].Add(component);
|
||||
}
|
||||
|
||||
private void OnAnchorChange(EntityUid uid, ThrusterComponent component, ref AnchorStateChangedEvent args)
|
||||
{
|
||||
if (args.Anchored && CanEnable(uid, component))
|
||||
{
|
||||
EnableThruster(uid, component);
|
||||
}
|
||||
else
|
||||
{
|
||||
DisableThruster(uid, component);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnThrusterInit(EntityUid uid, ThrusterComponent component, ComponentInit args)
|
||||
{
|
||||
_ambient.SetAmbience(uid, false);
|
||||
|
||||
if (!component.Enabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (CanEnable(uid, component))
|
||||
{
|
||||
EnableThruster(uid, component);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnThrusterShutdown(EntityUid uid, ThrusterComponent component, ComponentShutdown args)
|
||||
{
|
||||
DisableThruster(uid, component);
|
||||
}
|
||||
|
||||
private void OnPowerChange(EntityUid uid, ThrusterComponent component, PowerChangedEvent args)
|
||||
{
|
||||
if (args.Powered && CanEnable(uid, component))
|
||||
{
|
||||
EnableThruster(uid, component);
|
||||
}
|
||||
else
|
||||
{
|
||||
DisableThruster(uid, component);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tries to enable the thruster and turn it on. If it's already enabled it does nothing.
|
||||
/// </summary>
|
||||
public void EnableThruster(EntityUid uid, ThrusterComponent component, TransformComponent? xform = null)
|
||||
{
|
||||
if (component.IsOn ||
|
||||
!Resolve(uid, ref xform) ||
|
||||
!_mapManager.TryGetGrid(xform.GridID, out var grid)) return;
|
||||
|
||||
component.IsOn = true;
|
||||
|
||||
if (!EntityManager.TryGetComponent(grid.GridEntityId, out ShuttleComponent? shuttleComponent)) return;
|
||||
|
||||
Logger.DebugS("thruster", $"Enabled thruster {uid}");
|
||||
|
||||
switch (component.Type)
|
||||
{
|
||||
case ThrusterType.Linear:
|
||||
var direction = (int) xform.LocalRotation.GetCardinalDir() / 2;
|
||||
|
||||
shuttleComponent.LinearThrusterImpulse[direction] += component.Impulse;
|
||||
DebugTools.Assert(!shuttleComponent.LinearThrusters[direction].Contains(component));
|
||||
shuttleComponent.LinearThrusters[direction].Add(component);
|
||||
|
||||
// Don't just add / remove the fixture whenever the thruster fires because perf
|
||||
if (EntityManager.TryGetComponent(uid, out PhysicsComponent? physicsComponent) &&
|
||||
component.BurnPoly.Count > 0)
|
||||
{
|
||||
var shape = new PolygonShape();
|
||||
|
||||
shape.SetVertices(component.BurnPoly);
|
||||
|
||||
var fixture = new Fixture(physicsComponent, shape)
|
||||
{
|
||||
ID = BurnFixture,
|
||||
Hard = false,
|
||||
CollisionLayer = (int) CollisionGroup.MobImpassable
|
||||
};
|
||||
|
||||
_broadphase.CreateFixture(physicsComponent, fixture);
|
||||
}
|
||||
|
||||
break;
|
||||
case ThrusterType.Angular:
|
||||
shuttleComponent.AngularThrust += component.Impulse;
|
||||
DebugTools.Assert(!shuttleComponent.AngularThrusters.Contains(component));
|
||||
shuttleComponent.AngularThrusters.Add(component);
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
|
||||
if (EntityManager.TryGetComponent(uid, out SharedAppearanceComponent? appearanceComponent))
|
||||
{
|
||||
appearanceComponent.SetData(ThrusterVisualState.State, true);
|
||||
}
|
||||
|
||||
_ambient.SetAmbience(uid, true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Tries to disable the thruster.
|
||||
/// </summary>
|
||||
/// <param name="uid"></param>
|
||||
/// <param name="component"></param>
|
||||
/// <param name="xform"></param>
|
||||
/// <exception cref="ArgumentOutOfRangeException"></exception>
|
||||
public void DisableThruster(EntityUid uid, ThrusterComponent component, TransformComponent? xform = null)
|
||||
{
|
||||
if (!component.IsOn ||
|
||||
!Resolve(uid, ref xform) ||
|
||||
!_mapManager.TryGetGrid(xform.GridID, out var grid)) return;
|
||||
|
||||
component.IsOn = false;
|
||||
|
||||
if (!EntityManager.TryGetComponent(grid.GridEntityId, out ShuttleComponent? shuttleComponent)) return;
|
||||
|
||||
Logger.DebugS("thruster", $"Disabled thruster {uid}");
|
||||
|
||||
switch (component.Type)
|
||||
{
|
||||
case ThrusterType.Linear:
|
||||
var direction = ((int) xform.LocalRotation.GetCardinalDir() / 2);
|
||||
|
||||
shuttleComponent.LinearThrusterImpulse[direction] -= component.Impulse;
|
||||
DebugTools.Assert(shuttleComponent.LinearThrusters[direction].Contains(component));
|
||||
shuttleComponent.LinearThrusters[direction].Remove(component);
|
||||
break;
|
||||
case ThrusterType.Angular:
|
||||
shuttleComponent.AngularThrust -= component.Impulse;
|
||||
DebugTools.Assert(shuttleComponent.AngularThrusters.Contains(component));
|
||||
shuttleComponent.AngularThrusters.Remove(component);
|
||||
break;
|
||||
default:
|
||||
throw new ArgumentOutOfRangeException();
|
||||
}
|
||||
|
||||
if (EntityManager.TryGetComponent(uid, out SharedAppearanceComponent? appearanceComponent))
|
||||
{
|
||||
appearanceComponent.SetData(ThrusterVisualState.State, false);
|
||||
}
|
||||
|
||||
_ambient.SetAmbience(uid, false);
|
||||
|
||||
if (EntityManager.TryGetComponent(uid, out PhysicsComponent? physicsComponent))
|
||||
{
|
||||
_broadphase.DestroyFixture(physicsComponent, BurnFixture);
|
||||
}
|
||||
|
||||
_activeThrusters.Remove(component);
|
||||
component.Colliding.Clear();
|
||||
}
|
||||
|
||||
public bool CanEnable(EntityUid uid, ThrusterComponent component)
|
||||
{
|
||||
if (!component.Enabled) return false;
|
||||
|
||||
var xform = EntityManager.GetComponent<TransformComponent>(uid);
|
||||
|
||||
if (!xform.Anchored ||
|
||||
EntityManager.TryGetComponent(uid, out ApcPowerReceiverComponent? receiver) && !receiver.Powered)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (component.Type == ThrusterType.Angular)
|
||||
return true;
|
||||
|
||||
var (x, y) = xform.LocalPosition + xform.LocalRotation.Opposite().ToWorldVec();
|
||||
var tile = _mapManager.GetGrid(xform.GridID).GetTileRef(new Vector2i((int) Math.Floor(x), (int) Math.Floor(y)));
|
||||
|
||||
return tile.Tile.IsSpace();
|
||||
}
|
||||
|
||||
#region Burning
|
||||
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
|
||||
_accumulator += frameTime;
|
||||
|
||||
if (_accumulator < 1) return;
|
||||
|
||||
_accumulator -= 1;
|
||||
|
||||
foreach (var comp in _activeThrusters.ToArray())
|
||||
{
|
||||
if (!comp.Firing || comp.Damage == null || comp.Paused || comp.Deleted) continue;
|
||||
|
||||
DebugTools.Assert(comp.Colliding.Count > 0);
|
||||
|
||||
foreach (var uid in comp.Colliding.ToArray())
|
||||
{
|
||||
_damageable.TryChangeDamage(uid, comp.Damage);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void OnStartCollide(EntityUid uid, ThrusterComponent component, StartCollideEvent args)
|
||||
{
|
||||
if (args.OurFixture.ID != BurnFixture) return;
|
||||
|
||||
_activeThrusters.Add(component);
|
||||
component.Colliding.Add(args.OtherFixture.Body.OwnerUid);
|
||||
}
|
||||
|
||||
private void OnEndCollide(EntityUid uid, ThrusterComponent component, EndCollideEvent args)
|
||||
{
|
||||
if (args.OurFixture.ID != BurnFixture) return;
|
||||
|
||||
component.Colliding.Remove(args.OtherFixture.Body.OwnerUid);
|
||||
|
||||
if (component.Colliding.Count == 0)
|
||||
{
|
||||
_activeThrusters.Remove(component);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Considers a thrust direction as being active.
|
||||
/// </summary>
|
||||
public void EnableThrustDirection(ShuttleComponent component, DirectionFlag direction)
|
||||
{
|
||||
if ((component.ThrustDirections & direction) != 0x0) return;
|
||||
|
||||
component.ThrustDirections |= direction;
|
||||
|
||||
if ((direction & (DirectionFlag.East | DirectionFlag.West)) != 0x0)
|
||||
{
|
||||
switch (component.Mode)
|
||||
{
|
||||
case ShuttleMode.Cruise:
|
||||
foreach (var comp in component.AngularThrusters)
|
||||
{
|
||||
if (!EntityManager.TryGetComponent(comp.OwnerUid, out SharedAppearanceComponent? appearanceComponent))
|
||||
continue;
|
||||
|
||||
comp.Firing = true;
|
||||
appearanceComponent.SetData(ThrusterVisualState.Thrusting, true);
|
||||
}
|
||||
break;
|
||||
case ShuttleMode.Docking:
|
||||
var index = GetFlagIndex(direction);
|
||||
|
||||
foreach (var comp in component.LinearThrusters[index])
|
||||
{
|
||||
if (!EntityManager.TryGetComponent(comp.OwnerUid, out SharedAppearanceComponent? appearanceComponent))
|
||||
continue;
|
||||
|
||||
comp.Firing = true;
|
||||
appearanceComponent.SetData(ThrusterVisualState.Thrusting, true);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var index = GetFlagIndex(direction);
|
||||
|
||||
foreach (var comp in component.LinearThrusters[index])
|
||||
{
|
||||
if (!EntityManager.TryGetComponent(comp.OwnerUid, out SharedAppearanceComponent? appearanceComponent))
|
||||
continue;
|
||||
|
||||
comp.Firing = true;
|
||||
appearanceComponent.SetData(ThrusterVisualState.Thrusting, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Disables a thrust direction.
|
||||
/// </summary>
|
||||
public void DisableThrustDirection(ShuttleComponent component, DirectionFlag direction)
|
||||
{
|
||||
if ((component.ThrustDirections & direction) == 0x0) return;
|
||||
|
||||
component.ThrustDirections &= ~direction;
|
||||
|
||||
if ((direction & (DirectionFlag.East | DirectionFlag.West)) != 0x0)
|
||||
{
|
||||
switch (component.Mode)
|
||||
{
|
||||
case ShuttleMode.Cruise:
|
||||
foreach (var comp in component.AngularThrusters)
|
||||
{
|
||||
if (!EntityManager.TryGetComponent(comp.OwnerUid, out SharedAppearanceComponent? appearanceComponent))
|
||||
continue;
|
||||
|
||||
comp.Firing = false;
|
||||
appearanceComponent.SetData(ThrusterVisualState.Thrusting, false);
|
||||
}
|
||||
break;
|
||||
case ShuttleMode.Docking:
|
||||
var index = GetFlagIndex(direction);
|
||||
|
||||
foreach (var comp in component.LinearThrusters[index])
|
||||
{
|
||||
if (!EntityManager.TryGetComponent(comp.OwnerUid, out SharedAppearanceComponent? appearanceComponent))
|
||||
continue;
|
||||
|
||||
comp.Firing = false;
|
||||
appearanceComponent.SetData(ThrusterVisualState.Thrusting, false);
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
var index = GetFlagIndex(direction);
|
||||
|
||||
foreach (var comp in component.LinearThrusters[index])
|
||||
{
|
||||
if (!EntityManager.TryGetComponent(comp.OwnerUid, out SharedAppearanceComponent? appearanceComponent))
|
||||
continue;
|
||||
|
||||
comp.Firing = false;
|
||||
appearanceComponent.SetData(ThrusterVisualState.Thrusting, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void DisableAllThrustDirections(ShuttleComponent component)
|
||||
{
|
||||
foreach (DirectionFlag dir in Enum.GetValues(typeof(DirectionFlag)))
|
||||
{
|
||||
DisableThrustDirection(component, dir);
|
||||
}
|
||||
|
||||
DebugTools.Assert(component.ThrustDirections == DirectionFlag.None);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private int GetFlagIndex(DirectionFlag flag)
|
||||
{
|
||||
return (int) Math.Log2((int) flag);
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user