Files
Delta-v/Content.Server/Shuttles/Systems/ThrusterSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* 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...
2025-11-06 18:22:39 +00:00

603 lines
21 KiB
C#

using System.Numerics;
using Content.Server.Audio;
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Server.Shuttles.Components;
using Content.Shared.Damage;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Maps;
using Content.Shared.Physics;
using Content.Shared.Shuttles.Components;
using Content.Shared.Temperature;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using Content.Shared.Localizations;
using Content.Shared.Power;
namespace Content.Server.Shuttles.Systems;
public sealed class ThrusterSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedMapSystem _mapSystem = default!;
[Dependency] private readonly AmbientSoundSystem _ambient = default!;
[Dependency] private readonly FixtureSystem _fixtureSystem = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly SharedPointLightSystem _light = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly TurfSystem _turf = default!;
// Essentially whenever thruster enables we update the shuttle's available impulses which are used for movement.
// This is done for each direction available.
public const string BurnFixture = "thruster-burn";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ThrusterComponent, ActivateInWorldEvent>(OnActivateThruster);
SubscribeLocalEvent<ThrusterComponent, ComponentInit>(OnThrusterInit);
SubscribeLocalEvent<ThrusterComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<ThrusterComponent, ComponentShutdown>(OnThrusterShutdown);
SubscribeLocalEvent<ThrusterComponent, PowerChangedEvent>(OnPowerChange);
SubscribeLocalEvent<ThrusterComponent, AnchorStateChangedEvent>(OnAnchorChange);
SubscribeLocalEvent<ThrusterComponent, MoveEvent>(OnRotate);
SubscribeLocalEvent<ThrusterComponent, IsHotEvent>(OnIsHotEvent);
SubscribeLocalEvent<ThrusterComponent, StartCollideEvent>(OnStartCollide);
SubscribeLocalEvent<ThrusterComponent, EndCollideEvent>(OnEndCollide);
SubscribeLocalEvent<ThrusterComponent, ExaminedEvent>(OnThrusterExamine);
SubscribeLocalEvent<ShuttleComponent, TileChangedEvent>(OnShuttleTileChange);
}
private void OnThrusterExamine(EntityUid uid, ThrusterComponent component, ExaminedEvent args)
{
// Powered is already handled by other power components
var enabled = Loc.GetString(component.Enabled ? "thruster-comp-enabled" : "thruster-comp-disabled");
using (args.PushGroup(nameof(ThrusterComponent)))
{
args.PushMarkup(enabled);
if (component.Type == ThrusterType.Linear &&
TryComp(uid, out TransformComponent? xform) &&
xform.Anchored)
{
var nozzleLocalization = ContentLocalizationManager.FormatDirection(xform.LocalRotation.Opposite().ToWorldVec().GetDir()).ToLower();
var nozzleDir = Loc.GetString("thruster-comp-nozzle-direction",
("direction", nozzleLocalization));
args.PushMarkup(nozzleDir);
var exposed = NozzleExposed(xform);
var nozzleText =
Loc.GetString(exposed ? "thruster-comp-nozzle-exposed" : "thruster-comp-nozzle-not-exposed");
args.PushMarkup(nozzleText);
}
}
}
private void OnIsHotEvent(EntityUid uid, ThrusterComponent component, IsHotEvent args)
{
args.IsHot = component.Type != ThrusterType.Angular && component.IsOn;
}
private void OnShuttleTileChange(EntityUid uid, ShuttleComponent component, ref TileChangedEvent args)
{
foreach (var change in args.Changes)
{
// If the old tile was space but the new one isn't then disable all adjacent thrusters
if (_turf.IsSpace(change.NewTile) || !_turf.IsSpace(change.OldTile))
continue;
var tilePos = change.GridIndices;
var grid = Comp<MapGridComponent>(uid);
var xformQuery = GetEntityQuery<TransformComponent>();
var thrusterQuery = GetEntityQuery<ThrusterComponent>();
for (var x = -1; x <= 1; x++)
{
for (var y = -1; y <= 1; y++)
{
if (x != 0 && y != 0)
continue;
var checkPos = tilePos + new Vector2i(x, y);
var enumerator = _mapSystem.GetAnchoredEntitiesEnumerator(uid, grid, checkPos);
while (enumerator.MoveNext(out var ent))
{
if (!thrusterQuery.TryGetComponent(ent.Value, out var thruster) || !thruster.RequireSpace)
continue;
// Work out if the thruster is facing this direction
var xform = xformQuery.GetComponent(ent.Value);
var direction = xform.LocalRotation.ToWorldVec();
if (new Vector2i((int)direction.X, (int)direction.Y) != new Vector2i(x, y))
continue;
DisableThruster(ent.Value, thruster, xform.GridUid);
}
}
}
}
}
private void OnActivateThruster(EntityUid uid, ThrusterComponent component, ActivateInWorldEvent args)
{
if (args.Handled || !args.Complex)
return;
component.Enabled ^= true;
if (!component.Enabled)
{
DisableThruster(uid, component);
args.Handled = true;
}
else if (CanEnable(uid, component))
{
EnableThruster(uid, component);
args.Handled = true;
}
}
/// <summary>
/// If the thruster rotates change the direction where the linear thrust is applied
/// </summary>
private void OnRotate(EntityUid uid, ThrusterComponent component, ref MoveEvent args)
{
// TODO: Disable visualizer for old direction
// TODO: Don't make them rotatable and make it require anchoring.
if (!component.Enabled ||
!TryComp(uid, out TransformComponent? xform) ||
!TryComp(xform.GridUid, out ShuttleComponent? shuttleComponent))
{
return;
}
var canEnable = CanEnable(uid, component);
// If it's not on then don't enable it inadvertantly (given we don't have an old rotation)
if (!canEnable && !component.IsOn)
return;
// Enable it if it was turned off but new tile is valid
if (!component.IsOn && canEnable)
{
EnableThruster(uid, component);
return;
}
// Disable if new tile invalid
if (component.IsOn && !canEnable)
{
DisableThruster(uid, component, args.OldPosition.EntityId, xform, args.OldRotation);
return;
}
var oldDirection = (int)args.OldRotation.GetCardinalDir() / 2;
var direction = (int)args.NewRotation.GetCardinalDir() / 2;
var oldShuttleComponent = shuttleComponent;
if (args.ParentChanged)
{
oldShuttleComponent = Comp<ShuttleComponent>(args.OldPosition.EntityId);
// If no parent change doesn't matter for angular.
if (component.Type == ThrusterType.Angular)
{
oldShuttleComponent.AngularThrust -= component.Thrust;
DebugTools.Assert(oldShuttleComponent.AngularThrusters.Contains(uid));
oldShuttleComponent.AngularThrusters.Remove(uid);
shuttleComponent.AngularThrust += component.Thrust;
DebugTools.Assert(!shuttleComponent.AngularThrusters.Contains(uid));
shuttleComponent.AngularThrusters.Add(uid);
return;
}
}
if (component.Type == ThrusterType.Linear)
{
oldShuttleComponent.LinearThrust[oldDirection] -= component.Thrust;
DebugTools.Assert(oldShuttleComponent.LinearThrusters[oldDirection].Contains(uid));
oldShuttleComponent.LinearThrusters[oldDirection].Remove(uid);
shuttleComponent.LinearThrust[direction] += component.Thrust;
DebugTools.Assert(!shuttleComponent.LinearThrusters[direction].Contains(uid));
shuttleComponent.LinearThrusters[direction].Add(uid);
}
}
private void OnAnchorChange(EntityUid uid, ThrusterComponent component, ref AnchorStateChangedEvent args)
{
if (args.Anchored && CanEnable(uid, component))
{
EnableThruster(uid, component);
}
else
{
DisableThruster(uid, component);
}
}
private void OnThrusterInit(EntityUid uid, ThrusterComponent component, ComponentInit args)
{
_ambient.SetAmbience(uid, false);
if (!component.Enabled)
{
return;
}
if (CanEnable(uid, component))
{
EnableThruster(uid, component);
}
}
private void OnMapInit(Entity<ThrusterComponent> ent, ref MapInitEvent args)
{
ent.Comp.NextFire = _timing.CurTime + ent.Comp.FireCooldown;
}
private void OnThrusterShutdown(EntityUid uid, ThrusterComponent component, ComponentShutdown args)
{
DisableThruster(uid, component);
}
private void OnPowerChange(EntityUid uid, ThrusterComponent component, ref PowerChangedEvent args)
{
if (args.Powered && CanEnable(uid, component))
{
EnableThruster(uid, component);
}
else
{
DisableThruster(uid, component);
}
}
/// <summary>
/// Tries to enable the thruster and turn it on. If it's already enabled it does nothing.
/// </summary>
public void EnableThruster(EntityUid uid, ThrusterComponent component, TransformComponent? xform = null)
{
if (component.IsOn ||
!Resolve(uid, ref xform))
{
return;
}
component.IsOn = true;
if (!TryComp(xform.GridUid, out ShuttleComponent? shuttleComponent))
return;
// Logger.DebugS("thruster", $"Enabled thruster {uid}");
switch (component.Type)
{
case ThrusterType.Linear:
var direction = (int)xform.LocalRotation.GetCardinalDir() / 2;
shuttleComponent.LinearThrust[direction] += component.Thrust;
DebugTools.Assert(!shuttleComponent.LinearThrusters[direction].Contains(uid));
shuttleComponent.LinearThrusters[direction].Add(uid);
// Don't just add / remove the fixture whenever the thruster fires because perf
if (TryComp(uid, out PhysicsComponent? physicsComponent) &&
component.BurnPoly.Count > 0)
{
var shape = new PolygonShape();
shape.Set(component.BurnPoly);
_fixtureSystem.TryCreateFixture(uid, shape, BurnFixture, hard: false, collisionLayer: (int)CollisionGroup.FullTileMask, body: physicsComponent);
}
break;
case ThrusterType.Angular:
shuttleComponent.AngularThrust += component.Thrust;
DebugTools.Assert(!shuttleComponent.AngularThrusters.Contains(uid));
shuttleComponent.AngularThrusters.Add(uid);
break;
default:
throw new ArgumentOutOfRangeException();
}
if (TryComp(uid, out AppearanceComponent? appearance))
{
_appearance.SetData(uid, ThrusterVisualState.State, true, appearance);
}
if (_light.TryGetLight(uid, out var pointLightComponent))
{
_light.SetEnabled(uid, true, pointLightComponent);
}
_ambient.SetAmbience(uid, true);
RefreshCenter(uid, shuttleComponent);
}
/// <summary>
/// Refreshes the center of thrust for movement calculations.
/// </summary>
private void RefreshCenter(EntityUid uid, ShuttleComponent shuttle)
{
// TODO: Only refresh relevant directions.
var center = Vector2.Zero;
var thrustQuery = GetEntityQuery<ThrusterComponent>();
var xformQuery = GetEntityQuery<TransformComponent>();
foreach (var dir in new[]
{ Direction.South, Direction.East, Direction.North, Direction.West })
{
var index = (int)dir / 2;
var pop = shuttle.LinearThrusters[index];
var totalThrust = 0f;
foreach (var ent in pop)
{
if (!thrustQuery.TryGetComponent(ent, out var thruster) || !xformQuery.TryGetComponent(ent, out var xform))
continue;
center += xform.LocalPosition * thruster.Thrust;
totalThrust += thruster.Thrust;
}
center /= pop.Count * totalThrust;
shuttle.CenterOfThrust[index] = center;
}
}
public void DisableThruster(EntityUid uid, ThrusterComponent component, TransformComponent? xform = null, Angle? angle = null)
{
if (!Resolve(uid, ref xform)) return;
DisableThruster(uid, component, xform.GridUid, xform);
}
/// <summary>
/// Tries to disable the thruster.
/// </summary>
public void DisableThruster(EntityUid uid, ThrusterComponent component, EntityUid? gridId, TransformComponent? xform = null, Angle? angle = null)
{
if (!component.IsOn ||
!Resolve(uid, ref xform))
{
return;
}
component.IsOn = false;
if (!TryComp(gridId, out ShuttleComponent? shuttleComponent))
return;
// Logger.DebugS("thruster", $"Disabled thruster {uid}");
switch (component.Type)
{
case ThrusterType.Linear:
angle ??= xform.LocalRotation;
var direction = (int)angle.Value.GetCardinalDir() / 2;
shuttleComponent.LinearThrust[direction] -= component.Thrust;
DebugTools.Assert(shuttleComponent.LinearThrusters[direction].Contains(uid));
shuttleComponent.LinearThrusters[direction].Remove(uid);
break;
case ThrusterType.Angular:
shuttleComponent.AngularThrust -= component.Thrust;
DebugTools.Assert(shuttleComponent.AngularThrusters.Contains(uid));
shuttleComponent.AngularThrusters.Remove(uid);
break;
default:
throw new ArgumentOutOfRangeException();
}
if (TryComp(uid, out AppearanceComponent? appearance))
{
_appearance.SetData(uid, ThrusterVisualState.State, false, appearance);
}
if (_light.TryGetLight(uid, out var pointLightComponent))
{
_light.SetEnabled(uid, false, pointLightComponent);
}
_ambient.SetAmbience(uid, false);
if (TryComp(uid, out PhysicsComponent? physicsComponent))
{
_fixtureSystem.DestroyFixture(uid, BurnFixture, body: physicsComponent);
}
component.Colliding.Clear();
RefreshCenter(uid, shuttleComponent);
}
public bool CanEnable(EntityUid uid, ThrusterComponent component)
{
if (!component.Enabled)
return false;
if (component.LifeStage > ComponentLifeStage.Running)
return false;
var xform = Transform(uid);
if (!xform.Anchored || !this.IsPowered(uid, EntityManager))
{
return false;
}
if (!component.RequireSpace)
return true;
return NozzleExposed(xform);
}
private bool NozzleExposed(TransformComponent xform)
{
if (xform.GridUid == null)
return true;
var (x, y) = xform.LocalPosition + xform.LocalRotation.Opposite().ToWorldVec();
var mapGrid = Comp<MapGridComponent>(xform.GridUid.Value);
var tile = _mapSystem.GetTileRef(xform.GridUid.Value, mapGrid, new Vector2i((int)Math.Floor(x), (int)Math.Floor(y)));
return _turf.IsSpace(tile);
}
#region Burning
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<ThrusterComponent>();
var curTime = _timing.CurTime;
while (query.MoveNext(out var comp))
{
if (comp.NextFire > curTime)
continue;
comp.NextFire += comp.FireCooldown;
if (!comp.Firing || comp.Colliding.Count == 0 || comp.Damage == null)
continue;
foreach (var uid in comp.Colliding.ToArray())
{
_damageable.TryChangeDamage(uid, comp.Damage);
}
}
}
private void OnStartCollide(EntityUid uid, ThrusterComponent component, ref StartCollideEvent args)
{
if (args.OurFixtureId != BurnFixture)
return;
component.Colliding.Add(args.OtherEntity);
}
private void OnEndCollide(EntityUid uid, ThrusterComponent component, ref EndCollideEvent args)
{
if (args.OurFixtureId != BurnFixture)
return;
component.Colliding.Remove(args.OtherEntity);
}
/// <summary>
/// Considers a thrust direction as being active.
/// </summary>
public void EnableLinearThrustDirection(ShuttleComponent component, DirectionFlag direction)
{
if ((component.ThrustDirections & direction) != 0x0)
return;
component.ThrustDirections |= direction;
var index = GetFlagIndex(direction);
var appearanceQuery = GetEntityQuery<AppearanceComponent>();
var thrusterQuery = GetEntityQuery<ThrusterComponent>();
foreach (var uid in component.LinearThrusters[index])
{
if (!thrusterQuery.TryGetComponent(uid, out var comp))
continue;
comp.Firing = true;
appearanceQuery.TryGetComponent(uid, out var appearance);
_appearance.SetData(uid, ThrusterVisualState.Thrusting, true, appearance);
}
}
/// <summary>
/// Disables a thrust direction.
/// </summary>
public void DisableLinearThrustDirection(ShuttleComponent component, DirectionFlag direction)
{
if ((component.ThrustDirections & direction) == 0x0)
return;
component.ThrustDirections &= ~direction;
var index = GetFlagIndex(direction);
var appearanceQuery = GetEntityQuery<AppearanceComponent>();
var thrusterQuery = GetEntityQuery<ThrusterComponent>();
foreach (var uid in component.LinearThrusters[index])
{
if (!thrusterQuery.TryGetComponent(uid, out var comp))
continue;
appearanceQuery.TryGetComponent(uid, out var appearance);
comp.Firing = false;
_appearance.SetData(uid, ThrusterVisualState.Thrusting, false, appearance);
}
}
public void DisableLinearThrusters(ShuttleComponent component)
{
foreach (DirectionFlag dir in Enum.GetValues(typeof(DirectionFlag)))
{
DisableLinearThrustDirection(component, dir);
}
DebugTools.Assert(component.ThrustDirections == DirectionFlag.None);
}
public void SetAngularThrust(ShuttleComponent component, bool on)
{
var appearanceQuery = GetEntityQuery<AppearanceComponent>();
var thrusterQuery = GetEntityQuery<ThrusterComponent>();
if (on)
{
foreach (var uid in component.AngularThrusters)
{
if (!thrusterQuery.TryGetComponent(uid, out var comp))
continue;
appearanceQuery.TryGetComponent(uid, out var appearance);
comp.Firing = true;
_appearance.SetData(uid, ThrusterVisualState.Thrusting, true, appearance);
}
}
else
{
foreach (var uid in component.AngularThrusters)
{
if (!thrusterQuery.TryGetComponent(uid, out var comp))
continue;
appearanceQuery.TryGetComponent(uid, out var appearance);
comp.Firing = false;
_appearance.SetData(uid, ThrusterVisualState.Thrusting, false, appearance);
}
}
}
#endregion
private int GetFlagIndex(DirectionFlag flag)
{
return (int)Math.Log2((int)flag);
}
}