ECS buckle (#12586)

This commit is contained in:
DrSmugleaf
2022-11-14 20:30:30 +01:00
committed by GitHub
parent 3b818e836b
commit d5ae5658a1
13 changed files with 752 additions and 776 deletions

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@@ -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
}

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@@ -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;
}
}
}