ECS buckle (#12586)
This commit is contained in:
@@ -1,103 +1,55 @@
|
||||
using Content.Shared.DragDrop;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Standing;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Buckle.Components
|
||||
namespace Content.Shared.Buckle.Components;
|
||||
|
||||
[NetworkedComponent]
|
||||
[Access(typeof(SharedBuckleSystem))]
|
||||
public abstract class SharedBuckleComponent : Component
|
||||
{
|
||||
[NetworkedComponent()]
|
||||
public abstract class SharedBuckleComponent : Component, IDraggable
|
||||
{
|
||||
[Dependency] protected readonly IEntityManager EntMan = default!;
|
||||
/// <summary>
|
||||
/// The range from which this entity can buckle to a <see cref="SharedStrapComponent"/>.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
[DataField("range")]
|
||||
public float Range { get; protected set; } = SharedInteractionSystem.InteractionRange / 1.4f;
|
||||
|
||||
/// <summary>
|
||||
/// The range from which this entity can buckle to a <see cref="SharedStrapComponent"/>.
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
[DataField("range")]
|
||||
public float Range { get; protected set; } = SharedInteractionSystem.InteractionRange / 1.4f;
|
||||
/// <summary>
|
||||
/// True if the entity is buckled, false otherwise.
|
||||
/// </summary>
|
||||
public bool Buckled { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// True if the entity is buckled, false otherwise.
|
||||
/// </summary>
|
||||
public abstract bool Buckled { get; }
|
||||
public EntityUid? LastEntityBuckledTo { get; set; }
|
||||
|
||||
public EntityUid? LastEntityBuckledTo { get; set; }
|
||||
|
||||
public bool DontCollide { get; set; }
|
||||
|
||||
public abstract bool TryBuckle(EntityUid user, EntityUid to);
|
||||
|
||||
bool IDraggable.CanDrop(CanDropEvent args)
|
||||
{
|
||||
return IoCManager.Resolve<IEntityManager>().HasComponent<SharedStrapComponent>(args.Target);
|
||||
}
|
||||
|
||||
bool IDraggable.Drop(DragDropEvent args)
|
||||
{
|
||||
return TryBuckle(args.User, args.Target);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reattaches this entity to the strap, modifying its position and rotation.
|
||||
/// </summary>
|
||||
/// <param name="strap">The strap to reattach to.</param>
|
||||
public void ReAttach(SharedStrapComponent strap)
|
||||
{
|
||||
var ownTransform = EntMan.GetComponent<TransformComponent>(Owner);
|
||||
var strapTransform = EntMan.GetComponent<TransformComponent>(strap.Owner);
|
||||
|
||||
ownTransform.Coordinates = new EntityCoordinates(strapTransform.Owner, strap.BuckleOffset);
|
||||
|
||||
// Buckle subscribes to move for <reasons> so this might fail.
|
||||
// TODO: Make buckle not do that.
|
||||
if (ownTransform.ParentUid != strapTransform.Owner)
|
||||
return;
|
||||
|
||||
ownTransform.LocalRotation = Angle.Zero;
|
||||
|
||||
switch (strap.Position)
|
||||
{
|
||||
case StrapPosition.None:
|
||||
break;
|
||||
case StrapPosition.Stand:
|
||||
EntitySystem.Get<StandingStateSystem>().Stand(Owner);
|
||||
break;
|
||||
case StrapPosition.Down:
|
||||
EntitySystem.Get<StandingStateSystem>().Down(Owner, false, false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public sealed class BuckleComponentState : ComponentState
|
||||
{
|
||||
public BuckleComponentState(bool buckled, EntityUid? lastEntityBuckledTo, bool dontCollide)
|
||||
{
|
||||
Buckled = buckled;
|
||||
LastEntityBuckledTo = lastEntityBuckledTo;
|
||||
DontCollide = dontCollide;
|
||||
}
|
||||
|
||||
public bool Buckled { get; }
|
||||
public EntityUid? LastEntityBuckledTo { get; }
|
||||
public bool DontCollide { get; }
|
||||
}
|
||||
|
||||
public sealed class BuckleChangeEvent : EntityEventArgs
|
||||
{
|
||||
public EntityUid Strap;
|
||||
|
||||
public EntityUid BuckledEntity;
|
||||
public bool Buckling;
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public enum BuckleVisuals
|
||||
{
|
||||
Buckled
|
||||
}
|
||||
public bool DontCollide { get; set; }
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public sealed class BuckleComponentState : ComponentState
|
||||
{
|
||||
public BuckleComponentState(bool buckled, EntityUid? lastEntityBuckledTo, bool dontCollide)
|
||||
{
|
||||
Buckled = buckled;
|
||||
LastEntityBuckledTo = lastEntityBuckledTo;
|
||||
DontCollide = dontCollide;
|
||||
}
|
||||
|
||||
public bool Buckled { get; }
|
||||
public EntityUid? LastEntityBuckledTo { get; }
|
||||
public bool DontCollide { get; }
|
||||
}
|
||||
|
||||
public sealed class BuckleChangeEvent : EntityEventArgs
|
||||
{
|
||||
public EntityUid Strap;
|
||||
|
||||
public EntityUid BuckledEntity;
|
||||
public bool Buckling;
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public enum BuckleVisuals
|
||||
{
|
||||
Buckled
|
||||
}
|
||||
|
||||
@@ -1,122 +1,160 @@
|
||||
using Content.Shared.Buckle.Components;
|
||||
using Content.Shared.Interaction.Events;
|
||||
using Content.Shared.Movement;
|
||||
using Content.Shared.Movement.Events;
|
||||
using Content.Shared.Standing;
|
||||
using Content.Shared.Throwing;
|
||||
using Content.Shared.Vehicle.Components;
|
||||
using Robust.Shared.Physics.Dynamics;
|
||||
using Robust.Shared.Map;
|
||||
using Robust.Shared.Physics.Events;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
namespace Content.Shared.Buckle
|
||||
namespace Content.Shared.Buckle;
|
||||
|
||||
public abstract class SharedBuckleSystem : EntitySystem
|
||||
{
|
||||
public abstract class SharedBuckleSystem : EntitySystem
|
||||
[Dependency] protected readonly IGameTiming GameTiming = default!;
|
||||
|
||||
[Dependency] private readonly StandingStateSystem _standing = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
[Dependency] protected readonly IGameTiming GameTiming = default!;
|
||||
base.Initialize();
|
||||
|
||||
public override void Initialize()
|
||||
SubscribeLocalEvent<SharedStrapComponent, MoveEvent>(OnStrapRotate);
|
||||
|
||||
SubscribeLocalEvent<SharedBuckleComponent, PreventCollideEvent>(PreventCollision);
|
||||
SubscribeLocalEvent<SharedBuckleComponent, DownAttemptEvent>(HandleDown);
|
||||
SubscribeLocalEvent<SharedBuckleComponent, StandAttemptEvent>(HandleStand);
|
||||
SubscribeLocalEvent<SharedBuckleComponent, ThrowPushbackAttemptEvent>(HandleThrowPushback);
|
||||
SubscribeLocalEvent<SharedBuckleComponent, UpdateCanMoveEvent>(HandleMove);
|
||||
SubscribeLocalEvent<SharedBuckleComponent, ChangeDirectionAttemptEvent>(OnBuckleChangeDirectionAttempt);
|
||||
}
|
||||
|
||||
private void OnStrapRotate(EntityUid uid, SharedStrapComponent component, ref MoveEvent args)
|
||||
{
|
||||
// TODO: This looks dirty af.
|
||||
// On rotation of a strap, reattach all buckled entities.
|
||||
// This fixes buckle offsets and draw depths.
|
||||
// This is mega cursed. Please somebody save me from Mr Buckle's wild ride.
|
||||
// Oh god I'm back here again. Send help.
|
||||
|
||||
// Consider a chair that has a player strapped to it. Then the client receives a new server state, showing
|
||||
// that the player entity has moved elsewhere, and the chair has rotated. If the client applies the player
|
||||
// state, then the chairs transform comp state, and then the buckle state. The transform state will
|
||||
// forcefully teleport the player back to the chair (client-side only). This causes even more issues if the
|
||||
// chair was teleporting in from nullspace after having left PVS.
|
||||
//
|
||||
// One option is to just never trigger re-buckles during state application.
|
||||
// another is to.. just not do this? Like wtf is this code. But I CBF with buckle atm.
|
||||
|
||||
if (GameTiming.ApplyingState || args.NewRotation == args.OldRotation)
|
||||
return;
|
||||
|
||||
foreach (var buckledEntity in component.BuckledEntities)
|
||||
{
|
||||
base.Initialize();
|
||||
SubscribeLocalEvent<SharedStrapComponent, MoveEvent>(OnStrapRotate);
|
||||
|
||||
SubscribeLocalEvent<SharedBuckleComponent, PreventCollideEvent>(PreventCollision);
|
||||
SubscribeLocalEvent<SharedBuckleComponent, DownAttemptEvent>(HandleDown);
|
||||
SubscribeLocalEvent<SharedBuckleComponent, StandAttemptEvent>(HandleStand);
|
||||
SubscribeLocalEvent<SharedBuckleComponent, ThrowPushbackAttemptEvent>(HandleThrowPushback);
|
||||
SubscribeLocalEvent<SharedBuckleComponent, UpdateCanMoveEvent>(HandleMove);
|
||||
SubscribeLocalEvent<SharedBuckleComponent, ChangeDirectionAttemptEvent>(OnBuckleChangeDirectionAttempt);
|
||||
}
|
||||
|
||||
private void OnStrapRotate(EntityUid uid, SharedStrapComponent component, ref MoveEvent args)
|
||||
{
|
||||
// TODO: This looks dirty af.
|
||||
// On rotation of a strap, reattach all buckled entities.
|
||||
// This fixes buckle offsets and draw depths.
|
||||
// This is mega cursed. Please somebody save me from Mr Buckle's wild ride.
|
||||
// Oh god I'm back here again. Send help.
|
||||
|
||||
// Consider a chair that has a player strapped to it. Then the client receives a new server state, showing
|
||||
// that the player entity has moved elsewhere, and the chair has rotated. If the client applies the player
|
||||
// state, then the chairs transform comp state, and then the buckle state. The transform state will
|
||||
// forcefully teleport the player back to the chair (client-side only). This causes even more issues if the
|
||||
// chair was teleporting in from nullspace after having left PVS.
|
||||
//
|
||||
// One option is to just never trigger re-buckles during state application.
|
||||
// another is to.. just not do this? Like wtf is this code. But I CBF with buckle atm.
|
||||
|
||||
if (GameTiming.ApplyingState || args.NewRotation == args.OldRotation)
|
||||
return;
|
||||
|
||||
foreach (var buckledEntity in component.BuckledEntities)
|
||||
if (!EntityManager.TryGetComponent(buckledEntity, out SharedBuckleComponent? buckled))
|
||||
{
|
||||
if (!EntityManager.TryGetComponent(buckledEntity, out SharedBuckleComponent? buckled))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!buckled.Buckled || buckled.LastEntityBuckledTo != uid)
|
||||
{
|
||||
Logger.Error($"A moving strap entity {ToPrettyString(uid)} attempted to re-parent an entity that does not 'belong' to it {ToPrettyString(buckledEntity)}");
|
||||
continue;
|
||||
}
|
||||
|
||||
buckled.ReAttach(component);
|
||||
Dirty(buckled);
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsBuckled(EntityUid uid, SharedBuckleComponent? component = null)
|
||||
{
|
||||
return Resolve(uid, ref component, false) && component.Buckled;
|
||||
}
|
||||
|
||||
private void OnBuckleChangeDirectionAttempt(EntityUid uid, SharedBuckleComponent component, ChangeDirectionAttemptEvent args)
|
||||
{
|
||||
if (component.Buckled)
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
private void HandleMove(EntityUid uid, SharedBuckleComponent component, UpdateCanMoveEvent args)
|
||||
{
|
||||
if (component.LifeStage > ComponentLifeStage.Running)
|
||||
return;
|
||||
|
||||
if (component.Buckled &&
|
||||
!HasComp<VehicleComponent>(Transform(uid).ParentUid)) // buckle+vehicle shitcode
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
private void HandleStand(EntityUid uid, SharedBuckleComponent component, StandAttemptEvent args)
|
||||
{
|
||||
if (component.Buckled)
|
||||
if (!buckled.Buckled || buckled.LastEntityBuckledTo != uid)
|
||||
{
|
||||
args.Cancel();
|
||||
Logger.Error($"A moving strap entity {ToPrettyString(uid)} attempted to re-parent an entity that does not 'belong' to it {ToPrettyString(buckledEntity)}");
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleDown(EntityUid uid, SharedBuckleComponent component, DownAttemptEvent args)
|
||||
{
|
||||
if (component.Buckled)
|
||||
{
|
||||
args.Cancel();
|
||||
}
|
||||
ReAttach(buckledEntity, component, buckle: buckled);
|
||||
Dirty(buckled);
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleThrowPushback(EntityUid uid, SharedBuckleComponent component, ThrowPushbackAttemptEvent args)
|
||||
public bool IsBuckled(EntityUid uid, SharedBuckleComponent? component = null)
|
||||
{
|
||||
return Resolve(uid, ref component, false) && component.Buckled;
|
||||
}
|
||||
|
||||
private void OnBuckleChangeDirectionAttempt(EntityUid uid, SharedBuckleComponent component, ChangeDirectionAttemptEvent args)
|
||||
{
|
||||
if (component.Buckled)
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
private void HandleMove(EntityUid uid, SharedBuckleComponent component, UpdateCanMoveEvent args)
|
||||
{
|
||||
if (component.LifeStage > ComponentLifeStage.Running)
|
||||
return;
|
||||
|
||||
if (component.Buckled &&
|
||||
!HasComp<VehicleComponent>(Transform(uid).ParentUid)) // buckle+vehicle shitcode
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
private void HandleStand(EntityUid uid, SharedBuckleComponent component, StandAttemptEvent args)
|
||||
{
|
||||
if (component.Buckled)
|
||||
{
|
||||
if (!component.Buckled) return;
|
||||
args.Cancel();
|
||||
}
|
||||
}
|
||||
|
||||
private void PreventCollision(EntityUid uid, SharedBuckleComponent component, ref PreventCollideEvent args)
|
||||
private void HandleDown(EntityUid uid, SharedBuckleComponent component, DownAttemptEvent args)
|
||||
{
|
||||
if (component.Buckled)
|
||||
{
|
||||
if (args.BodyB.Owner != component.LastEntityBuckledTo) return;
|
||||
args.Cancel();
|
||||
}
|
||||
}
|
||||
|
||||
if (component.Buckled || component.DontCollide)
|
||||
{
|
||||
args.Cancelled = true;
|
||||
}
|
||||
private void HandleThrowPushback(EntityUid uid, SharedBuckleComponent component, ThrowPushbackAttemptEvent args)
|
||||
{
|
||||
if (!component.Buckled) return;
|
||||
args.Cancel();
|
||||
}
|
||||
|
||||
private void PreventCollision(EntityUid uid, SharedBuckleComponent component, ref PreventCollideEvent args)
|
||||
{
|
||||
if (args.BodyB.Owner != component.LastEntityBuckledTo)
|
||||
return;
|
||||
|
||||
if (component.Buckled || component.DontCollide)
|
||||
{
|
||||
args.Cancelled = true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Reattaches this entity to the strap, modifying its position and rotation.
|
||||
/// </summary>
|
||||
/// <param name="buckleId">The entity to reattach.</param>
|
||||
/// <param name="strap">The strap to reattach to.</param>
|
||||
/// <param name="buckle">The buckle component of the entity to reattach.</param>
|
||||
public void ReAttach(EntityUid buckleId, SharedStrapComponent strap, SharedBuckleComponent? buckle = null)
|
||||
{
|
||||
if (!Resolve(buckleId, ref buckle, false))
|
||||
return;
|
||||
|
||||
var ownTransform = Transform(buckleId);
|
||||
var strapTransform = Transform(strap.Owner);
|
||||
|
||||
ownTransform.Coordinates = new EntityCoordinates(strapTransform.Owner, strap.BuckleOffset);
|
||||
|
||||
// Buckle subscribes to move for <reasons> so this might fail.
|
||||
// TODO: Make buckle not do that.
|
||||
if (ownTransform.ParentUid != strapTransform.Owner)
|
||||
return;
|
||||
|
||||
ownTransform.LocalRotation = Angle.Zero;
|
||||
|
||||
switch (strap.Position)
|
||||
{
|
||||
case StrapPosition.None:
|
||||
break;
|
||||
case StrapPosition.Stand:
|
||||
_standing.Stand(buckleId);
|
||||
break;
|
||||
case StrapPosition.Down:
|
||||
_standing.Down(buckleId, false, false);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user