Files
wwdpublic/Content.Shared/StepTrigger/Systems/StepTriggerSystem.cs
Debug fd2cc8570d Sync master up to 1/10 (#74)
* Automatic changelog update

* Make NPC names proper nouns & fix some genders (#20534)

* Proper names & genders

* Uppercase proper names

* Make Smile female

* fix bingus wrinkly head (#20531)

* rouny meat and steak (#20526)

* lost friendship flavor

* add rouny steak

* rouny special meat

* rouny meat textures

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311)

* Explosive wet floor sign & janitorial suicide vest

* fix attributions

* Remove name & desc from explosive wet floor sign

* Make wet floor sign chameleonable

* Automatic changelog update

* Minor slippery stuff (#20535)

* Update submodule to 162.2.0 (#20570)

* Predicted armor (#20560)

* clean up some lines in smile the slime prototype (#20552)

* Revert "Use full file path for temp replays (#19002)" (#20545)

* Add EyesGlasses into ClothesMate (#20523)

* Automatic changelog update

* Fix Punpun crew monitor sensor (#20484)

* Automatic changelog update

* EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394)

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Make arcades hackable again (#20555)

* Automatic changelog update

* Health alert tweaks (#20557)

* Automatic changelog update

* Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564)

* Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent

* Nukeops todo and cleanup

* Remove Active field

* Add EndedGameRuleComponent

* bartender suit (#20521)

* give me a drink bartender

* guh

* aARG

* Necropolis and mine walls (#20578)

* Automatic changelog update

* archaic accent tweaks (#20567)

* Automatic changelog update

* Add confirmation to kick and respawn in the admin player actions panel (#20542)

* Remove windows-latest CI runs, remove unused build-test-release.yml (#20540)

* Change .editorconfig to keep existing attribute arrangement (#20538)

* Automatic changelog update

* Catch replay start and end errors on round restarts (#20565)

* Update trivial components to use auto comp states (#20539)

* Fix role unbans not applying in real time (#20547)

* Disable AHelp buttons when no player is selected, update button styling (#20568)

* Automatic changelog update

* Added a toggle fullscreen button (default F11) (#20272)

* Added a toggle fullscreen button (default F11)

* Removed un-needed comments

* Review Requested Changes

* Fixed Acidental Spacing Change

* bwoink, removed extraneous code

* nothing, litterally

* Automatic changelog update

* Fix not networking markings (#20588)

* Automatic changelog update

* Update RobustToolbox to v162.2.1 (#20590)

* Automatic changelog update

* Glorfcode (force say on damage/stun/crit) (#20562)

* Automatic changelog update

* Fix AHelp progressively showing more AHelp panels (#20591)

* Automatic changelog update

* caninsert entitystorage tweaks (#20589)

* Automatic changelog update

* Fix mapping actions crashing on load (#20592)

* Fix loading a map with a ThirstComponent crashing the game (#20594)

* Fix electrocution displaying real name of disguised players (#20603)

* Organ fixes (#20488)

* Automatic changelog update

* Kettle medical rework (#20435)

* Initial try at medical rework for kettle

* Re-add decal decorations to Kettle's medical

* Add more lockers to kettle's med

* Actually upload kettle's map, not its proto

* Automatic changelog update

* Added blocked visuals to volumetric pump (#20610)

* Automatic changelog update

* Move TimedDespawn to engine (#20515)

* Update submodule to 163.0.0 (#20616)

* Remove v0.1 version number from local main menu screen (#20617)

* Remove cloneData parameter from AutoNetworkedField (#20596)

* Update submodule to 164.0.0 (#20618)

* fix cognizine ghost role (#20632)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Move ID layer one pixel to correct alignment (#20630)

* Update nukie hardsuit descriptions (#20529)

* Make holofans destructable (#20445)

* Automatic changelog update

* bowl is open (#20453)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Add TestPair.WaitCommand() (#20615)

* Rename ThreatPrototype and mark fields as required (#20611)

* Adjust hard bomb shape (#20608)

* dragon refactor, objectives and use GenericAntag (#20201)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Added generic empty liquids tank (#20563)

* Move view variables verb to the top of the list with no category and localize it (#20546)

* saltern update (#20325)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Fix followers leaking (#20643)

* Add Winter Boots (#20622)

* add

* fix prototype

* Add QM mantle (#20621)

* add

* fix prototype

* Automatic changelog update

* Slime mobs breathe nitrogen and resprite their organs (#20577)

* Slimes breathe nitrogen and resprite their organs

* ups

* mmm

* Automatic changelog update

* Fix the new lizard horn's consistency + issue (#20620)

* fix

* add

* Revert "add"

This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711.

* Add RandomHumanoidAppearance component to for space ninjas (#20605)

* Automatic changelog update

* Space cat breathes space (#20550)

* Space cat breathes space

Made Space Cat lungs ROBUST

* Made Space Cat's lungs ROBUST 2.0

* Automatic changelog update

* Wide anomaly locator (#20581)

* Add files via upload

* Add files via upload

* Add files via upload

* Add files via upload

* add textures

* fix encoding

* fix 2

* Automatic changelog update

* Fixed Telescopic Shield Lighting (#20650)

* Fixed Telescopic Shield Lighting Bug fix #20199

* no need for these at all

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Add a special hardsuit for nukie medic (#20471)

* Automatic changelog update

* Carry over other mutations when doing species mutation (#20551)

* Automatic changelog update

* Add Spanish accent to poncho and sombrero (#20377)

---------

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2023-10-03 14:15:46 -05:00

239 lines
7.6 KiB
C#

using Content.Shared.Gravity;
using Content.Shared.StepTrigger.Components;
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!;
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 anch = grid.GetAnchoredEntitiesEnumerator(grid.LocalToTile(transform.Coordinates));
while (anch.MoveNext(out var ent))
{
if (ent == uid)
continue;
if (component.Blacklist.IsValid(ent.Value, EntityManager) == true)
{
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;
}
var ev = new StepTriggeredEvent { Source = uid, Tripper = otherUid };
RaiseLocalEvent(uid, ref ev, true);
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;
// 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, true);
return msg.Continue && !msg.Cancelled;
}
private void OnStartCollide(EntityUid uid, StepTriggerComponent component, ref StartCollideEvent args)
{
var otherUid = args.OtherEntity;
if (!args.OtherFixture.Hard)
return;
if (!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.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))
return;
if (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))
return;
if (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))
return;
if (active == component.Active)
return;
component.Active = active;
Dirty(uid, component);
}
}
[ByRefEvent]
public struct StepTriggerAttemptEvent
{
public EntityUid Source;
public EntityUid Tripper;
public bool Continue;
/// <summary>
/// Set by systems which wish to cancel the step trigger event, regardless of event ordering.
/// </summary>
public bool Cancelled;
}
[ByRefEvent]
public struct StepTriggeredEvent
{
public EntityUid Source;
public EntityUid Tripper;
}