mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 16:17:27 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
316 lines
13 KiB
C#
316 lines
13 KiB
C#
using System.Numerics;
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using Content.Server.Movement.Components;
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using Content.Server.Physics.Controllers;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Conveyor;
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using Content.Shared.Gravity;
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using Content.Shared.Input;
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using Content.Shared.Movement.Pulling.Components;
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using Content.Shared.Movement.Pulling.Events;
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using Content.Shared.Movement.Pulling.Systems;
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using Content.Shared.Rotatable;
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using Robust.Server.Physics;
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using Robust.Shared.Containers;
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using Robust.Shared.Input.Binding;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Controllers;
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using Robust.Shared.Physics.Dynamics.Joints;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Server.Movement.Systems;
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public sealed class PullController : VirtualController
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{
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/*
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* This code is awful. If you try to tweak this without refactoring it I'm gonna revert it.
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*/
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// Parameterization for pulling:
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// Speeds. Note that the speed is mass-independent (multiplied by mass).
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// Instead, tuning to mass is done via the mass values below.
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// Note that setting the speed too high results in overshoots (stabilized by drag, but bad)
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private const float AccelModifierHigh = 15f;
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private const float AccelModifierLow = 60.0f;
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// High/low-mass marks. Curve is constant-lerp-constant, i.e. if you can even pull an item,
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// you'll always get at least AccelModifierLow and no more than AccelModifierHigh.
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private const float AccelModifierHighMass = 70.0f; // roundstart saltern emergency closet
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private const float AccelModifierLowMass = 5.0f; // roundstart saltern emergency crowbar
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// Used to control settling (turns off pulling).
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private const float MaximumSettleVelocity = 0.1f;
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private const float MaximumSettleDistance = 0.1f;
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// Settle shutdown control.
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// Mustn't be too massive, as that causes severe mispredicts *and can prevent it ever resolving*.
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// Exists to bleed off "I pulled my crowbar" overshoots.
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// Minimum velocity for shutdown to be necessary. This prevents stuff getting stuck b/c too much shutdown.
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private const float SettleMinimumShutdownVelocity = 0.25f;
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// Distance in which settle shutdown multiplier is at 0. It then scales upwards linearly with closer distances.
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private const float SettleShutdownDistance = 1.0f;
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// Velocity change of -LinearVelocity * frameTime * this
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private const float SettleShutdownMultiplier = 20.0f;
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// How much you must move for the puller movement check to actually hit.
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private const float MinimumMovementDistance = 0.005f;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly SharedContainerSystem _container = default!;
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[Dependency] private readonly SharedGravitySystem _gravity = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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/// <summary>
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/// If distance between puller and pulled entity lower that this threshold,
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/// pulled entity will not change its rotation.
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/// Helps with small distance jittering
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/// </summary>
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private const float ThresholdRotDistance = 1;
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/// <summary>
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/// If difference between puller and pulled angle lower that this threshold,
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/// pulled entity will not change its rotation.
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/// Helps with diagonal movement jittering
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/// As of further adjustments, should divide cleanly into 90 degrees
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/// </summary>
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private const float ThresholdRotAngle = 22.5f;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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private EntityQuery<PullableComponent> _pullableQuery;
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private EntityQuery<PullerComponent> _pullerQuery;
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private EntityQuery<TransformComponent> _xformQuery;
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public override void Initialize()
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{
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CommandBinds.Builder
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.Bind(ContentKeyFunctions.MovePulledObject, new PointerInputCmdHandler(OnRequestMovePulledObject))
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.Register<PullController>();
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
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_pullableQuery = GetEntityQuery<PullableComponent>();
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_pullerQuery = GetEntityQuery<PullerComponent>();
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_xformQuery = GetEntityQuery<TransformComponent>();
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UpdatesAfter.Add(typeof(MoverController));
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SubscribeLocalEvent<PullMovingComponent, PullStoppedMessage>(OnPullStop);
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SubscribeLocalEvent<ActivePullerComponent, MoveEvent>(OnPullerMove);
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base.Initialize();
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}
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public override void Shutdown()
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{
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base.Shutdown();
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CommandBinds.Unregister<PullController>();
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}
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private void OnPullStop(Entity<PullMovingComponent> ent, ref PullStoppedMessage args)
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{
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RemCompDeferred<PullMovingComponent>(ent);
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}
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private bool OnRequestMovePulledObject(ICommonSession? session, EntityCoordinates coords, EntityUid uid)
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{
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if (session?.AttachedEntity is not { } player ||
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!player.IsValid())
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{
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return false;
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}
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if (!_pullerQuery.TryComp(player, out var pullerComp))
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return false;
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var pulled = pullerComp.Pulling;
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// See update statement; this thing overwrites so many systems, DOESN'T EVEN LERP PROPERLY.
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// We had a throwing version but it occasionally had issues.
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// We really need the throwing version back.
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if (TryComp(pulled, out ConveyedComponent? conveyed) && conveyed.Conveying)
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return false;
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if (!_pullableQuery.TryComp(pulled, out var pullable))
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return false;
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if (_container.IsEntityInContainer(player))
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return false;
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pullerComp.NextThrow = _timing.CurTime + pullerComp.ThrowCooldown;
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// Cap the distance
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var range = 2f;
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var fromUserCoords = _transformSystem.WithEntityId(coords, player);
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var userCoords = new EntityCoordinates(player, Vector2.Zero);
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if (!_transformSystem.InRange(coords, userCoords, range))
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{
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var direction = fromUserCoords.Position - userCoords.Position;
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// TODO: Joint API not ass
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// with that being said I think throwing is the way to go but.
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if (pullable.PullJointId != null &&
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TryComp(player, out JointComponent? joint) &&
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joint.GetJoints.TryGetValue(pullable.PullJointId, out var pullJoint) &&
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pullJoint is DistanceJoint distance)
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{
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range = MathF.Max(0.01f, distance.MaxLength - 0.01f);
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}
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fromUserCoords = new EntityCoordinates(player, direction.Normalized() * (range - 0.01f));
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coords = _transformSystem.WithEntityId(fromUserCoords, coords.EntityId);
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}
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var moving = EnsureComp<PullMovingComponent>(pulled!.Value);
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moving.MovingTo = coords;
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return false;
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}
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private void OnPullerMove(EntityUid uid, ActivePullerComponent component, ref MoveEvent args)
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{
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if (!_pullerQuery.TryComp(uid, out var puller))
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return;
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if (puller.Pulling is not { } pullable)
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{
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DebugTools.Assert($"Failed to clean up puller: {ToPrettyString(uid)}");
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RemCompDeferred(uid, component);
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return;
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}
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UpdatePulledRotation(uid, pullable);
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// WHY
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if (args.NewPosition.EntityId == args.OldPosition.EntityId &&
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(args.NewPosition.Position - args.OldPosition.Position).LengthSquared() <
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MinimumMovementDistance * MinimumMovementDistance)
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{
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return;
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}
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if (_physicsQuery.TryComp(uid, out var physics))
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PhysicsSystem.WakeBody(uid, body: physics);
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RemCompDeferred<PullMovingComponent>(pullable);
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}
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private void UpdatePulledRotation(EntityUid puller, EntityUid pulled)
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{
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// TODO: update once ComponentReference works with directed event bus.
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if (!TryComp(pulled, out RotatableComponent? rotatable))
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return;
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if (!rotatable.RotateWhilePulling)
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return;
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var pulledXform = _xformQuery.GetComponent(pulled);
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var pullerXform = _xformQuery.GetComponent(puller);
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var pullerData = TransformSystem.GetWorldPositionRotation(pullerXform);
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var pulledData = TransformSystem.GetWorldPositionRotation(pulledXform);
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var dir = pullerData.WorldPosition - pulledData.WorldPosition;
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if (dir.LengthSquared() > ThresholdRotDistance * ThresholdRotDistance)
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{
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var oldAngle = pulledData.WorldRotation;
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var newAngle = Angle.FromWorldVec(dir);
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var diff = newAngle - oldAngle;
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if (Math.Abs(diff.Degrees) > ThresholdRotAngle / 2f)
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{
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// Ok, so this bit is difficult because ideally it would look like it's snapping to sane angles.
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// Otherwise PIANO DOOR STUCK! happens.
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// But it also needs to work with station rotation / align to the local parent.
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// So...
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var baseRotation = pulledData.WorldRotation - pulledXform.LocalRotation;
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var localRotation = newAngle - baseRotation;
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var localRotationSnapped = Angle.FromDegrees(Math.Floor((localRotation.Degrees / ThresholdRotAngle) + 0.5f) * ThresholdRotAngle);
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TransformSystem.SetLocalRotation(pulled, localRotationSnapped, pulledXform);
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}
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}
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}
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public override void UpdateBeforeSolve(bool prediction, float frameTime)
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{
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base.UpdateBeforeSolve(prediction, frameTime);
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var movingQuery = EntityQueryEnumerator<PullMovingComponent, PullableComponent, TransformComponent>();
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while (movingQuery.MoveNext(out var pullableEnt, out var mover, out var pullable, out var pullableXform))
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{
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if (!mover.MovingTo.IsValid(EntityManager))
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{
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RemCompDeferred<PullMovingComponent>(pullableEnt);
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continue;
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}
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if (pullable.Puller is not {Valid: true} puller)
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continue;
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var pullerXform = _xformQuery.Get(puller);
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var pullerPosition = TransformSystem.GetMapCoordinates(pullerXform);
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var movingTo = TransformSystem.ToMapCoordinates(mover.MovingTo);
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if (movingTo.MapId != pullerPosition.MapId)
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{
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RemCompDeferred<PullMovingComponent>(pullableEnt);
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continue;
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}
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if (!TryComp<PhysicsComponent>(pullableEnt, out var physics) ||
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physics.BodyType == BodyType.Static ||
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movingTo.MapId != pullableXform.MapID)
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{
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RemCompDeferred<PullMovingComponent>(pullableEnt);
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continue;
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}
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// TODO: This whole thing is slop and really needs to be throwing again
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if (TryComp(pullableEnt, out ConveyedComponent? conveyed) && conveyed.Conveying)
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{
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RemCompDeferred<PullMovingComponent>(pullableEnt);
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continue;
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}
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var movingPosition = movingTo.Position;
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var ownerPosition = TransformSystem.GetWorldPosition(pullableXform);
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var diff = movingPosition - ownerPosition;
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var diffLength = diff.Length();
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if (diffLength < MaximumSettleDistance && physics.LinearVelocity.Length() < MaximumSettleVelocity)
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{
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PhysicsSystem.SetLinearVelocity(pullableEnt, Vector2.Zero, body: physics);
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RemCompDeferred<PullMovingComponent>(pullableEnt);
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continue;
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}
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var impulseModifierLerp = Math.Min(1.0f, Math.Max(0.0f, (physics.Mass - AccelModifierLowMass) / (AccelModifierHighMass - AccelModifierLowMass)));
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var impulseModifier = MathHelper.Lerp(AccelModifierLow, AccelModifierHigh, impulseModifierLerp);
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var multiplier = diffLength < 1 ? impulseModifier * diffLength : impulseModifier;
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// Note the implication that the real rules of physics don't apply to pulling control.
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var accel = diff.Normalized() * multiplier;
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// Now for the part where velocity gets shutdown...
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if (diffLength < SettleShutdownDistance && physics.LinearVelocity.Length() >= SettleMinimumShutdownVelocity)
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{
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// Shutdown velocity increases as we get closer to centre
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var scaling = (SettleShutdownDistance - diffLength) / SettleShutdownDistance;
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accel -= physics.LinearVelocity * SettleShutdownMultiplier * scaling;
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}
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PhysicsSystem.WakeBody(pullableEnt, body: physics);
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var impulse = accel * physics.Mass * frameTime;
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PhysicsSystem.ApplyLinearImpulse(pullableEnt, impulse, body: physics);
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// if the puller is weightless or can't move, then we apply the inverse impulse (Newton's third law).
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// doing it under gravity produces an unsatisfying wiggling when pulling.
|
|
// If player can't move, assume they are on a chair and we need to prevent pull-moving.
|
|
if (_gravity.IsWeightless(puller) && pullerXform.Comp.GridUid == null || !_actionBlockerSystem.CanMove(puller))
|
|
{
|
|
PhysicsSystem.WakeBody(puller);
|
|
PhysicsSystem.ApplyLinearImpulse(puller, -impulse);
|
|
}
|
|
}
|
|
}
|
|
}
|