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- using Content.Shared.Light.Components;
- using Robust.Shared.Physics.Events;
- using Robust.Shared.Physics.Systems;
- namespace Content.Shared.Light.EntitySystems;
- public sealed class LightCollideSystem : EntitySystem
- {
- [Dependency] private readonly SharedPhysicsSystem _physics = default!;
- [Dependency] private readonly SlimPoweredLightSystem _lights = default!;
- private EntityQuery<LightOnCollideComponent> _lightQuery;
- public override void Initialize()
- {
- base.Initialize();
- _lightQuery = GetEntityQuery<LightOnCollideComponent>();
- SubscribeLocalEvent<LightOnCollideColliderComponent, PreventCollideEvent>(OnPreventCollide);
- SubscribeLocalEvent<LightOnCollideColliderComponent, StartCollideEvent>(OnStart);
- SubscribeLocalEvent<LightOnCollideColliderComponent, EndCollideEvent>(OnEnd);
- SubscribeLocalEvent<LightOnCollideColliderComponent, ComponentShutdown>(OnCollideShutdown);
- }
- private void OnCollideShutdown(Entity<LightOnCollideColliderComponent> ent, ref ComponentShutdown args)
- {
- // TODO: Check this on the event.
- if (TerminatingOrDeleted(ent.Owner))
- return;
- // Regenerate contacts for everything we were colliding with.
- var contacts = _physics.GetContacts(ent.Owner);
- while (contacts.MoveNext(out var contact))
- {
- if (!contact.IsTouching)
- continue;
- var other = contact.OtherEnt(ent.Owner);
- if (_lightQuery.HasComp(other))
- {
- _physics.RegenerateContacts(other);
- }
- }
- }
- // You may be wondering what de fok this is doing here.
- // At the moment there's no easy way to do collision whitelists based on components.
- private void OnPreventCollide(Entity<LightOnCollideColliderComponent> ent, ref PreventCollideEvent args)
- {
- if (!_lightQuery.HasComp(args.OtherEntity))
- {
- args.Cancelled = true;
- }
- }
- private void OnEnd(Entity<LightOnCollideColliderComponent> ent, ref EndCollideEvent args)
- {
- if (args.OurFixtureId != ent.Comp.FixtureId)
- return;
- if (!_lightQuery.HasComp(args.OtherEntity))
- return;
- // TODO: Engine bug IsTouching box2d yay.
- var contacts = _physics.GetTouchingContacts(args.OtherEntity) - 1;
- if (contacts > 0)
- return;
- _lights.SetEnabled(args.OtherEntity, false);
- }
- private void OnStart(Entity<LightOnCollideColliderComponent> ent, ref StartCollideEvent args)
- {
- if (args.OurFixtureId != ent.Comp.FixtureId)
- return;
- if (!_lightQuery.HasComp(args.OtherEntity))
- return;
- _lights.SetEnabled(args.OtherEntity, true);
- }
- }
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