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wwdpublic/Content.Shared/StepTrigger/Systems/StepTriggerSystem.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

237 lines
8.6 KiB
C#

using Content.Shared.Gravity;
using Content.Shared.StepTrigger.Components;
using Content.Shared.Whitelist;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
namespace Content.Shared.StepTrigger.Systems;
public sealed class StepTriggerSystem : EntitySystem
{
[Dependency] private readonly EntityLookupSystem _entityLookup = default!;
[Dependency] private readonly SharedGravitySystem _gravity = default!;
[Dependency] private readonly SharedMapSystem _map = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
public override void Initialize()
{
UpdatesOutsidePrediction = true;
SubscribeLocalEvent<StepTriggerComponent, AfterAutoHandleStateEvent>(TriggerHandleState);
SubscribeLocalEvent<StepTriggerComponent, StartCollideEvent>(OnStartCollide);
SubscribeLocalEvent<StepTriggerComponent, EndCollideEvent>(OnEndCollide);
#if DEBUG
SubscribeLocalEvent<StepTriggerComponent, ComponentStartup>(OnStartup);
}
private void OnStartup(EntityUid uid, StepTriggerComponent component, ComponentStartup args)
{
if (!component.Active)
return;
if (!TryComp(uid, out FixturesComponent? fixtures) || fixtures.FixtureCount == 0)
Log.Warning($"{ToPrettyString(uid)} has an active step trigger without any fixtures.");
#endif
}
public override void Update(float frameTime)
{
var query = GetEntityQuery<PhysicsComponent>();
var enumerator = EntityQueryEnumerator<StepTriggerActiveComponent, StepTriggerComponent, TransformComponent>();
while (enumerator.MoveNext(out var uid, out var active, out var trigger, out var transform))
{
if (!Update(uid, trigger, transform, query))
continue;
RemCompDeferred(uid, active);
}
}
private bool Update(EntityUid uid, StepTriggerComponent component, TransformComponent transform, EntityQuery<PhysicsComponent> query)
{
if (!component.Active || component.Colliding.Count == 0)
return true;
if (component.Blacklist != null && TryComp<MapGridComponent>(transform.GridUid, out var grid))
{
var positon = _map.LocalToTile(transform.GridUid.Value, grid, transform.Coordinates);
var anch = _map.GetAnchoredEntitiesEnumerator(uid, grid, positon);
while (anch.MoveNext(out var ent))
{
if (ent == uid)
continue;
if (_whitelistSystem.IsBlacklistPass(component.Blacklist, ent.Value))
return false;
}
}
foreach (var otherUid in component.Colliding)
UpdateColliding(uid, component, transform, otherUid, query);
return false;
}
private void UpdateColliding(EntityUid uid, StepTriggerComponent component, TransformComponent ownerXform, EntityUid otherUid, EntityQuery<PhysicsComponent> query)
{
if (!query.TryGetComponent(otherUid, out var otherPhysics))
return;
var otherXform = Transform(otherUid);
// TODO: This shouldn't be calculating based on world AABBs.
var ourAabb = _entityLookup.GetAABBNoContainer(uid, ownerXform.LocalPosition, ownerXform.LocalRotation);
var otherAabb = _entityLookup.GetAABBNoContainer(otherUid, otherXform.LocalPosition, otherXform.LocalRotation);
if (!ourAabb.Intersects(otherAabb))
{
if (component.CurrentlySteppedOn.Remove(otherUid))
Dirty(uid, component);
return;
}
// max 'area of enclosure' between the two aabbs
// this is hard to explain
var intersect = Box2.Area(otherAabb.Intersect(ourAabb));
var ratio = Math.Max(intersect / Box2.Area(otherAabb), intersect / Box2.Area(ourAabb));
if (otherPhysics.LinearVelocity.Length() < component.RequiredTriggeredSpeed
|| component.CurrentlySteppedOn.Contains(otherUid)
|| ratio < component.IntersectRatio
|| !CanTrigger(uid, otherUid, component))
return;
if (component.StepOn)
{
var evStep = new StepTriggeredOnEvent(uid, otherUid);
RaiseLocalEvent(uid, ref evStep);
}
else
{
var evStep = new StepTriggeredOffEvent(uid, otherUid);
RaiseLocalEvent(uid, ref evStep);
}
component.CurrentlySteppedOn.Add(otherUid);
Dirty(uid, component);
}
private bool CanTrigger(EntityUid uid, EntityUid otherUid, StepTriggerComponent component)
{
if (!component.Active
|| component.CurrentlySteppedOn.Contains(otherUid))
return false;
// Immunity checks
if (TryComp<StepTriggerImmuneComponent>(otherUid, out var stepTriggerImmuneComponent)
&& component.TriggerGroups != null
&& component.TriggerGroups.IsValid(stepTriggerImmuneComponent))
return false;
// Can't trigger if we don't ignore weightless entities
// and the entity is flying or currently weightless
// Makes sense simulation wise to have this be part of steptrigger directly IMO
if (!component.IgnoreWeightless && TryComp<PhysicsComponent>(otherUid, out var physics) &&
(physics.BodyStatus == BodyStatus.InAir || _gravity.IsWeightless(otherUid, physics)))
return false;
var msg = new StepTriggerAttemptEvent { Source = uid, Tripper = otherUid };
RaiseLocalEvent(uid, ref msg);
return msg.Continue && !msg.Cancelled;
}
private void OnStartCollide(EntityUid uid, StepTriggerComponent component, ref StartCollideEvent args)
{
var otherUid = args.OtherEntity;
if (!args.OtherFixture.Hard
|| !CanTrigger(uid, otherUid, component))
return;
EnsureComp<StepTriggerActiveComponent>(uid);
if (component.Colliding.Add(otherUid))
Dirty(uid, component);
}
private void OnEndCollide(EntityUid uid, StepTriggerComponent component, ref EndCollideEvent args)
{
var otherUid = args.OtherEntity;
if (!component.Colliding.Remove(otherUid))
return;
component.CurrentlySteppedOn.Remove(otherUid);
Dirty(uid, component);
if (component.StepOn)
{
var evStepOff = new StepTriggeredOffEvent(uid, otherUid);
RaiseLocalEvent(uid, ref evStepOff);
}
if (component.Colliding.Count == 0)
RemCompDeferred<StepTriggerActiveComponent>(uid);
}
private void TriggerHandleState(EntityUid uid, StepTriggerComponent component, ref AfterAutoHandleStateEvent args)
{
if (component.Colliding.Count > 0)
EnsureComp<StepTriggerActiveComponent>(uid);
else
RemCompDeferred<StepTriggerActiveComponent>(uid);
}
public void SetIntersectRatio(EntityUid uid, float ratio, StepTriggerComponent? component = null)
{
if (!Resolve(uid, ref component)
|| MathHelper.CloseToPercent(component.IntersectRatio, ratio))
return;
component.IntersectRatio = ratio;
Dirty(uid, component);
}
public void SetRequiredTriggerSpeed(EntityUid uid, float speed, StepTriggerComponent? component = null)
{
if (!Resolve(uid, ref component)
|| MathHelper.CloseToPercent(component.RequiredTriggeredSpeed, speed))
return;
component.RequiredTriggeredSpeed = speed;
Dirty(uid, component);
}
public void SetActive(EntityUid uid, bool active, StepTriggerComponent? component = null)
{
if (!Resolve(uid, ref component)
|| active == component.Active)
return;
component.Active = active;
Dirty(uid, component);
}
}
/// <summary>
/// Raised at the beginning of a step trigger, and before entering the checks.
/// Allows for entities to end the steptrigger early via args.Cancelled.
/// </summary>
[ByRefEvent]
public record struct StepTriggerAttemptEvent(EntityUid Source, EntityUid Tripper, bool Continue, bool Cancelled);
/// <summary>
/// Raised when an entity stands on a steptrigger initially (assuming it has both on and off states).
/// </summary>
[ByRefEvent]
public readonly record struct StepTriggeredOnEvent(EntityUid Source, EntityUid Tripper);
/// <summary>
/// Raised when an entity leaves a steptrigger if it has on and off states OR when an entity intersects a steptrigger.
/// </summary>
[ByRefEvent]
public readonly record struct StepTriggeredOffEvent(EntityUid Source, EntityUid Tripper);