Pulling rework v2 (#24936)
* Pulling rework Fixing up the FOUR systems managing pulling, all the shitcode, and also making it nicer ingame. * More pulling cleanup * stats * More cleanup * First draft * More pulling * weh * Fix puller * Pulling working * Fix merge * Dunked * Self-merge time * Fix hotkey * Fix container changes * oop * Fix multi-pulling * Move alerts cleanup. * pulling fixes
This commit is contained in:
@@ -1,7 +1,7 @@
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using Content.Shared.ActionBlocker;
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using Content.Shared.Alert;
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using Content.Shared.Pulling.Components;
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using Content.Shared.Pulling;
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using Content.Shared.Movement.Pulling.Components;
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using Content.Shared.Movement.Pulling.Systems;
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using JetBrains.Annotations;
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namespace Content.Server.Alert.Click
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@@ -20,9 +20,9 @@ namespace Content.Server.Alert.Click
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if (!entityManager.System<ActionBlockerSystem>().CanInteract(player, null))
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return;
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if (entityManager.TryGetComponent(player, out SharedPullableComponent? playerPullable))
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if (entityManager.TryGetComponent(player, out PullableComponent? playerPullable))
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{
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entityManager.System<SharedPullingSystem>().TryStopPull(playerPullable);
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entityManager.System<PullingSystem>().TryStopPull(player, playerPullable, user: player);
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}
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}
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}
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@@ -1,6 +1,6 @@
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using Content.Shared.Alert;
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using Content.Shared.Pulling;
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using Content.Shared.Pulling.Components;
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using Content.Shared.Movement.Pulling.Components;
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using Content.Shared.Movement.Pulling.Systems;
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using JetBrains.Annotations;
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namespace Content.Server.Alert.Click
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@@ -15,12 +15,12 @@ namespace Content.Server.Alert.Click
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public void AlertClicked(EntityUid player)
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{
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var entManager = IoCManager.Resolve<IEntityManager>();
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var ps = entManager.System<PullingSystem>();
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var ps = entManager.System<SharedPullingSystem>();
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var playerTarget = ps.GetPulled(player);
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if (playerTarget != default && entManager.TryGetComponent(playerTarget, out SharedPullableComponent? playerPullable))
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if (entManager.TryGetComponent(player, out PullerComponent? puller) &&
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entManager.TryGetComponent(puller.Pulling, out PullableComponent? pullableComp))
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{
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ps.TryStopPull(playerPullable);
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ps.TryStopPull(puller.Pulling.Value, pullableComp, user: player);
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}
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}
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}
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@@ -19,7 +19,6 @@ using Content.Shared.Jittering;
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using Content.Shared.Maps;
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using Content.Shared.Mobs;
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using Content.Shared.Popups;
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using Content.Shared.Pulling.Components;
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using Content.Shared.Speech.EntitySystems;
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using Content.Shared.StatusEffect;
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using Content.Shared.Stunnable;
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@@ -32,6 +31,8 @@ using Robust.Shared.Physics.Events;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using PullableComponent = Content.Shared.Movement.Pulling.Components.PullableComponent;
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using PullerComponent = Content.Shared.Movement.Pulling.Components.PullerComponent;
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namespace Content.Server.Electrocution;
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@@ -475,14 +476,14 @@ public sealed class ElectrocutionSystem : SharedElectrocutionSystem
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all.Add((entity, depth));
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visited.Add(entity);
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if (TryComp<SharedPullableComponent>(entity, out var pullable) &&
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if (TryComp<PullableComponent>(entity, out var pullable) &&
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pullable.Puller is { Valid: true } pullerId &&
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!visited.Contains(pullerId))
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{
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GetChainedElectrocutionTargetsRecurse(pullerId, depth + 1, visited, all);
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}
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if (TryComp<SharedPullerComponent>(entity, out var puller) &&
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if (TryComp<PullerComponent>(entity, out var puller) &&
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puller.Pulling is { Valid: true } pullingId &&
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!visited.Contains(pullingId))
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{
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@@ -1,6 +1,5 @@
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using System.Numerics;
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using Content.Server.Inventory;
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using Content.Server.Pulling;
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using Content.Server.Stack;
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using Content.Server.Stunnable;
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using Content.Shared.ActionBlocker;
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@@ -13,9 +12,9 @@ using Content.Shared.Hands.EntitySystems;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Input;
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using Content.Shared.Inventory.VirtualItem;
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using Content.Shared.Physics.Pull;
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using Content.Shared.Popups;
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using Content.Shared.Pulling.Components;
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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.Stacks;
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using Content.Shared.Throwing;
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using Robust.Shared.Audio;
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@@ -88,9 +87,8 @@ namespace Content.Server.Hands.Systems
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return;
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// Break any pulls
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if (TryComp(uid, out SharedPullerComponent? puller) && puller.Pulling is EntityUid pulled &&
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TryComp(pulled, out SharedPullableComponent? pullable))
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_pullingSystem.TryStopPull(pullable);
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if (TryComp(uid, out PullerComponent? puller) && TryComp(puller.Pulling, out PullableComponent? pullable))
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_pullingSystem.TryStopPull(puller.Pulling.Value, pullable);
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if (!_handsSystem.TryDrop(uid, component.ActiveHand!, null, checkActionBlocker: false))
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return;
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@@ -130,13 +128,13 @@ namespace Content.Server.Hands.Systems
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private void HandlePullStarted(EntityUid uid, HandsComponent component, PullStartedMessage args)
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{
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if (args.Puller.Owner != uid)
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if (args.PullerUid != uid)
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return;
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if (TryComp<SharedPullerComponent>(args.Puller.Owner, out var pullerComp) && !pullerComp.NeedsHands)
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if (TryComp<PullerComponent>(args.PullerUid, out var pullerComp) && !pullerComp.NeedsHands)
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return;
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if (!_virtualItemSystem.TrySpawnVirtualItemInHand(args.Pulled.Owner, uid))
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if (!_virtualItemSystem.TrySpawnVirtualItemInHand(args.PulledUid, uid))
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{
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DebugTools.Assert("Unable to find available hand when starting pulling??");
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}
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@@ -144,7 +142,7 @@ namespace Content.Server.Hands.Systems
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private void HandlePullStopped(EntityUid uid, HandsComponent component, PullStoppedMessage args)
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{
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if (args.Puller.Owner != uid)
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if (args.PullerUid != uid)
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return;
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// Try find hand that is doing this pull.
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@@ -153,8 +151,10 @@ namespace Content.Server.Hands.Systems
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{
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if (hand.HeldEntity == null
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|| !TryComp(hand.HeldEntity, out VirtualItemComponent? virtualItem)
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|| virtualItem.BlockingEntity != args.Pulled.Owner)
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|| virtualItem.BlockingEntity != args.PulledUid)
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{
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continue;
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}
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QueueDel(hand.HeldEntity.Value);
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break;
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@@ -1,4 +1,5 @@
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using Content.Shared.Pulling;
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using PullingSystem = Content.Shared.Movement.Pulling.Systems.PullingSystem;
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namespace Content.Server.NPC.HTN.Preconditions;
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@@ -7,14 +8,14 @@ namespace Content.Server.NPC.HTN.Preconditions;
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/// </summary>
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public sealed partial class PulledPrecondition : HTNPrecondition
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{
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private SharedPullingSystem _pulling = default!;
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private PullingSystem _pulling = default!;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("isPulled")] public bool IsPulled = true;
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public override void Initialize(IEntitySystemManager sysManager)
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{
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base.Initialize(sysManager);
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_pulling = sysManager.GetEntitySystem<SharedPullingSystem>();
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_pulling = sysManager.GetEntitySystem<PullingSystem>();
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}
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public override bool IsMet(NPCBlackboard blackboard)
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@@ -6,11 +6,10 @@ using Content.Shared.Objectives.Systems;
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using Robust.Shared.Containers;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Content.Shared.Pulling.Components;
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using Content.Shared.Objectives;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Movement.Pulling.Components;
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namespace Content.Server.Objectives.Systems;
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@@ -100,19 +99,19 @@ public sealed class StealConditionSystem : EntitySystem
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var count = 0;
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//check pulling object
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if (TryComp<SharedPullerComponent>(mind.OwnedEntity, out var pull)) //TO DO: to make the code prettier? don't like the repetition
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if (TryComp<PullerComponent>(mind.OwnedEntity, out var pull)) //TO DO: to make the code prettier? don't like the repetition
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{
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var pullid = pull.Pulling;
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if (pullid != null)
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var pulledEntity = pull.Pulling;
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if (pulledEntity != null)
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{
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// check if this is the item
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if (CheckStealTarget(pullid.Value, condition)) count++;
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if (CheckStealTarget(pulledEntity.Value, condition)) count++;
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//we don't check the inventories of sentient entity
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if (!TryComp<MindContainerComponent>(pullid, out var pullMind))
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if (!HasComp<MindContainerComponent>(pulledEntity))
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{
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// if it is a container check its contents
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if (_containerQuery.TryGetComponent(pullid, out var containerManager))
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if (_containerQuery.TryGetComponent(pulledEntity, out var containerManager))
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stack.Push(containerManager);
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}
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}
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@@ -1,207 +0,0 @@
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using System.Numerics;
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using Content.Shared.ActionBlocker;
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using Content.Shared.Gravity;
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using Content.Shared.Pulling;
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using Content.Shared.Pulling.Components;
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using Content.Shared.Rotatable;
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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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namespace Content.Server.Physics.Controllers
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{
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public sealed class PullController : VirtualController
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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 ActionBlockerSystem _actionBlockerSystem = default!;
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[Dependency] private readonly SharedPullingSystem _pullableSystem = default!;
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[Dependency] private readonly SharedGravitySystem _gravity = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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// TODO: Move this stuff to pullingsystem
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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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public override void Initialize()
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{
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UpdatesAfter.Add(typeof(MoverController));
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SubscribeLocalEvent<SharedPullerComponent, MoveEvent>(OnPullerMove);
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base.Initialize();
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}
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private void OnPullerMove(EntityUid uid, SharedPullerComponent component, ref MoveEvent args)
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{
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if (component.Pulling is not { } pullable || !TryComp<SharedPullableComponent>(pullable, out var pullableComponent))
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return;
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UpdatePulledRotation(uid, pullable);
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if (args.NewPosition.EntityId == args.OldPosition.EntityId &&
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(args.NewPosition.Position - args.OldPosition.Position).LengthSquared() < MinimumMovementDistance * MinimumMovementDistance)
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return;
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if (TryComp<PhysicsComponent>(pullable, out var physics))
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PhysicsSystem.WakeBody(pullable, body: physics);
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_pullableSystem.StopMoveTo(pullableComponent);
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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 xforms = GetEntityQuery<TransformComponent>();
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var pulledXform = xforms.GetComponent(pulled);
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var pullerXform = xforms.GetComponent(puller);
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var pullerData = TransformSystem.GetWorldPositionRotation(pullerXform, xforms);
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var pulledData = TransformSystem.GetWorldPositionRotation(pulledXform, xforms);
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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(pulledXform, localRotationSnapped);
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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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foreach (var pullable in _pullableSystem.Moving)
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{
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// There's a 1-frame delay between stopping moving something and it leaving the Moving set.
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// This can include if leaving the Moving set due to not being pulled anymore,
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// or due to being deleted.
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if (pullable.Deleted)
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continue;
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if (pullable.MovingTo == null)
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continue;
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if (pullable.Puller is not {Valid: true} puller)
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continue;
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var pullableEnt = pullable.Owner;
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var pullableXform = Transform(pullableEnt);
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var pullerXform = Transform(puller);
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// Now that's over with...
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var pullerPosition = pullerXform.MapPosition;
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var movingTo = pullable.MovingTo.Value.ToMap(EntityManager, _transform);
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if (movingTo.MapId != pullerPosition.MapId)
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{
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_pullableSystem.StopMoveTo(pullable);
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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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_pullableSystem.StopMoveTo(pullable);
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continue;
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}
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var movingPosition = movingTo.Position;
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var ownerPosition = pullableXform.MapPosition.Position;
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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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_pullableSystem.StopMoveTo(pullable);
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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.
|
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// If player can't move, assume they are on a chair and we need to prevent pull-moving.
|
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if ((_gravity.IsWeightless(puller) && pullerXform.GridUid == null) || !_actionBlockerSystem.CanMove(puller))
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{
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PhysicsSystem.WakeBody(puller);
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PhysicsSystem.ApplyLinearImpulse(puller, -impulse);
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}
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||||
}
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}
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||||
}
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||||
}
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@@ -1,48 +0,0 @@
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using Content.Shared.Input;
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using Content.Shared.Pulling;
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using Content.Shared.Pulling.Components;
|
||||
using JetBrains.Annotations;
|
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using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Input.Binding;
|
||||
using Robust.Shared.Player;
|
||||
|
||||
namespace Content.Server.Pulling
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public sealed class PullingSystem : SharedPullingSystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
UpdatesAfter.Add(typeof(PhysicsSystem));
|
||||
|
||||
SubscribeLocalEvent<SharedPullableComponent, PullableMoveMessage>(OnPullableMove);
|
||||
SubscribeLocalEvent<SharedPullableComponent, PullableStopMovingMessage>(OnPullableStopMove);
|
||||
|
||||
CommandBinds.Builder
|
||||
.Bind(ContentKeyFunctions.ReleasePulledObject, InputCmdHandler.FromDelegate(HandleReleasePulledObject))
|
||||
.Register<PullingSystem>();
|
||||
}
|
||||
|
||||
private void HandleReleasePulledObject(ICommonSession? session)
|
||||
{
|
||||
if (session?.AttachedEntity is not {Valid: true} player)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!TryGetPulled(player, out var pulled))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!EntityManager.TryGetComponent(pulled.Value, out SharedPullableComponent? pullable))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
TryStopPull(pullable);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,6 +1,6 @@
|
||||
using Content.Server.Xenoarchaeology.XenoArtifacts.Triggers.Components;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Physics.Pull;
|
||||
using Content.Shared.Movement.Pulling.Events;
|
||||
using Content.Shared.Weapons.Melee.Events;
|
||||
|
||||
namespace Content.Server.Xenoarchaeology.XenoArtifacts.Triggers.Systems;
|
||||
@@ -22,7 +22,7 @@ public sealed class ArtifactInteractionTriggerSystem : EntitySystem
|
||||
if (!component.PullActivation)
|
||||
return;
|
||||
|
||||
_artifactSystem.TryActivateArtifact(uid, args.Puller.Owner);
|
||||
_artifactSystem.TryActivateArtifact(uid, args.PullerUid);
|
||||
}
|
||||
|
||||
private void OnAttack(EntityUid uid, ArtifactInteractionTriggerComponent component, AttackedEvent args)
|
||||
|
||||
@@ -24,6 +24,7 @@ using Content.Shared.Humanoid;
|
||||
using Content.Shared.Mobs;
|
||||
using Content.Shared.Mobs.Components;
|
||||
using Content.Shared.Mobs.Systems;
|
||||
using Content.Shared.Movement.Pulling.Components;
|
||||
using Content.Shared.Movement.Systems;
|
||||
using Content.Shared.NPC.Components;
|
||||
using Content.Shared.NPC.Systems;
|
||||
@@ -31,7 +32,6 @@ using Content.Shared.Nutrition.AnimalHusbandry;
|
||||
using Content.Shared.Nutrition.Components;
|
||||
using Content.Shared.Popups;
|
||||
using Content.Shared.Roles;
|
||||
using Content.Shared.Pulling.Components;
|
||||
using Content.Shared.Weapons.Melee;
|
||||
using Content.Shared.Zombies;
|
||||
using Content.Shared.Prying.Components;
|
||||
@@ -59,7 +59,6 @@ namespace Content.Server.Zombies
|
||||
[Dependency] private readonly IChatManager _chatMan = default!;
|
||||
[Dependency] private readonly MindSystem _mind = default!;
|
||||
[Dependency] private readonly SharedRoleSystem _roles = default!;
|
||||
[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
|
||||
[Dependency] private readonly SharedAudioSystem _audio = default!;
|
||||
|
||||
/// <summary>
|
||||
@@ -264,7 +263,9 @@ namespace Content.Server.Zombies
|
||||
RemComp(target, handsComp);
|
||||
}
|
||||
|
||||
RemComp<SharedPullerComponent>(target);
|
||||
// Sloth: What the fuck?
|
||||
// How long until compregistry lmao.
|
||||
RemComp<PullerComponent>(target);
|
||||
|
||||
// No longer waiting to become a zombie:
|
||||
// Requires deferral because this is (probably) the event which called ZombifyEntity in the first place.
|
||||
|
||||
Reference in New Issue
Block a user