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https://github.com/space-wizards/RobustToolbox.git
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* feex * Cleanup * Remove unneeded matrix * Fixes * Fix preprocessor * localanchor cleanup * Break this build so I remember to fix it later. * Fixes * Woops * Fixes * Fixup merge * Stuff * Update debug drawing * Also dis thanks fork * fren * More colors * Default drawing * Fixes * reviews
73 lines
3.0 KiB
C#
73 lines
3.0 KiB
C#
using System.Linq;
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using Robust.Shared.Containers;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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namespace Robust.Shared.GameObjects
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{
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public sealed class CollisionWakeSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<CollisionWakeComponent, EntityInitializedMessage>(HandleInitialize);
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SubscribeLocalEvent<CollisionWakeComponent, PhysicsWakeMessage>(HandleWake);
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SubscribeLocalEvent<CollisionWakeComponent, PhysicsSleepMessage>(HandleSleep);
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SubscribeLocalEvent<CollisionWakeComponent, CollisionWakeStateMessage>(HandleCollisionWakeState);
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SubscribeLocalEvent<CollisionWakeComponent, JointAddedEvent>(HandleJointAdd);
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SubscribeLocalEvent<CollisionWakeComponent, JointRemovedEvent>(HandleJointRemove);
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SubscribeLocalEvent<CollisionWakeComponent, EntParentChangedMessage>(HandleParentChange);
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}
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private void HandleParentChange(EntityUid uid, CollisionWakeComponent component, ref EntParentChangedMessage args)
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{
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component.RaiseStateChange();
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}
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private void HandleInitialize(EntityUid uid, CollisionWakeComponent component, EntityInitializedMessage args)
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{
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component.RaiseStateChange();
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}
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private void HandleJointRemove(EntityUid uid, CollisionWakeComponent component, JointRemovedEvent args)
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{
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component.RaiseStateChange();
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}
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private void HandleJointAdd(EntityUid uid, CollisionWakeComponent component, JointAddedEvent args)
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{
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component.RaiseStateChange();
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}
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private void HandleWake(EntityUid uid, CollisionWakeComponent component, PhysicsWakeMessage args)
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{
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component.RaiseStateChange();
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}
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private void HandleSleep(EntityUid uid, CollisionWakeComponent component, PhysicsSleepMessage args)
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{
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component.RaiseStateChange();
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}
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private void HandleCollisionWakeState(EntityUid uid, CollisionWakeComponent component, CollisionWakeStateMessage args)
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{
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// If you really wanted you could optimise for each use case above and save some calls but
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// these are called pretty infrequently so I'm fine with this for now.
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// If we just got put into a container don't want to mess with our collision state.
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if (!EntityManager.TryGetComponent<PhysicsComponent>(uid, out var body)) return;
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// If we're attached to the map we'll also just never disable collision due to how grid movement works.
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body.CanCollide = !component.Enabled ||
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body.Awake ||
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(EntityManager.TryGetComponent(uid, out JointComponent? jointComponent) && jointComponent.JointCount > 0) ||
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EntityManager.GetComponent<TransformComponent>(uid).GridID == GridId.Invalid;
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}
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}
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public sealed class CollisionWakeStateMessage : EntityEventArgs { }
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}
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