Files
RobustToolbox/Robust.Shared/GameObjects/Systems/CollisionWakeSystem.cs
T

94 lines
3.7 KiB
C#

using Robust.Shared.Map;
using Robust.Shared.Physics;
namespace Robust.Shared.GameObjects
{
public sealed class CollisionWakeSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<CollisionWakeComponent, EntityInitializedMessage>(HandleInitialize);
SubscribeLocalEvent<CollisionWakeComponent, ComponentRemove>(HandleRemove);
SubscribeLocalEvent<CollisionWakeComponent, PhysicsWakeMessage>(HandleWake);
SubscribeLocalEvent<CollisionWakeComponent, PhysicsSleepMessage>(HandleSleep);
SubscribeLocalEvent<CollisionWakeComponent, CollisionWakeStateMessage>(HandleCollisionWakeState);
SubscribeLocalEvent<CollisionWakeComponent, JointAddedEvent>(HandleJointAdd);
SubscribeLocalEvent<CollisionWakeComponent, JointRemovedEvent>(HandleJointRemove);
SubscribeLocalEvent<CollisionWakeComponent, EntParentChangedMessage>(HandleParentChange);
}
private void HandleRemove(EntityUid uid, CollisionWakeComponent component, ComponentRemove args)
{
if (!Terminating(uid) && TryComp(uid, out PhysicsComponent? physics))
{
physics.CanCollide = true;
}
}
private bool CanRaiseEvent(EntityUid uid)
{
var meta = MetaData(uid);
if (meta.EntityLifeStage >= EntityLifeStage.Terminating) return false;
return true;
}
private void HandleParentChange(EntityUid uid, CollisionWakeComponent component, ref EntParentChangedMessage args)
{
if (!CanRaiseEvent(uid)) return;
component.RaiseStateChange();
}
private void HandleInitialize(EntityUid uid, CollisionWakeComponent component, EntityInitializedMessage args)
{
component.RaiseStateChange();
}
private void HandleJointRemove(EntityUid uid, CollisionWakeComponent component, JointRemovedEvent args)
{
if (!CanRaiseEvent(uid)) return;
component.RaiseStateChange();
}
private void HandleJointAdd(EntityUid uid, CollisionWakeComponent component, JointAddedEvent args)
{
component.RaiseStateChange();
}
private void HandleWake(EntityUid uid, CollisionWakeComponent component, PhysicsWakeMessage args)
{
component.RaiseStateChange();
}
private void HandleSleep(EntityUid uid, CollisionWakeComponent component, PhysicsSleepMessage args)
{
if (!CanRaiseEvent(uid)) return;
component.RaiseStateChange();
}
private void HandleCollisionWakeState(EntityUid uid, CollisionWakeComponent component, CollisionWakeStateMessage args)
{
// If you really wanted you could optimise for each use case above and save some calls but
// these are called pretty infrequently so I'm fine with this for now.
// If we just got put into a container don't want to mess with our collision state.
if (!EntityManager.TryGetComponent<PhysicsComponent>(uid, out var body)) return;
// If we're attached to the map we'll also just never disable collision due to how grid movement works.
body.CanCollide = !component.Enabled ||
body.Awake ||
(EntityManager.TryGetComponent(uid, out JointComponent? jointComponent) && jointComponent.JointCount > 0) ||
EntityManager.GetComponent<TransformComponent>(uid).GridID == GridId.Invalid;
}
}
public sealed class CollisionWakeStateMessage : EntityEventArgs { }
}