CatStation/Content.Server/SurveillanceCamera/Systems/SurveillanceCameraSystem.Collide.cs
Rouden cc2c14f8e4
Device Network refactor part 1: API improvements (#44346)
* Refactor DeviceNetwork

* Singleton

* NetworkPayloads refactor

* Reorganize DeviceNetworkSystem

* Surveillance cameras

* Fix code

* Fix build

* Fix test fail by rewriting entire singleton logic

* Properly predict examine

* Update DeviceNetworkSystem.API.cs

* Update EntityTest.cs

* Update DeviceNetworkSystem.cs

* Alright I'll do this expensive check fine

* Fix disposals debug assert

* Implement device network static events support

* Use frozen dictionaries for performance

* Update SharedDeviceNetworkSystem.Payloads.cs

* Parallel payload handling support

* Fix some spagetti-code

* Optimize NetworkPayload cancellation

* Parallel payloads are now cancellable

* Fix screens

* Fix robotics console

* Allow new methods for shared

* Mail fix

* Turret fix

* Fix network system method usage + signal and borg fix

* finally fix atmos devices OH MY GOOOD

* Remove stupid parallelism from fax

* Fix surveiollance cameras

* Working on a single thing for 2 days straight award

* Fix the test?

* Update units.yml

* Add IDevice interface because why not

* Add more device network suffixes

* Fix camera router failing test

* yaml linter peak

* Improve docs for DeviceNetworkHandlers

* fix build

* Update CartridgeLoaderSystem.Relay.cs

* Remove parallel system and EntitySystem post init

* Add more docs and also events

* Remove unnecessary caching

* Update DevicePayloadComponentSystem.cs

* Back to entity events

* Implement DeviceData

* Remove serializable from payloads

* Update DeviceData.cs

* Add a prototype for a singleton

* Fix tests

* Fix air alarms

* Update DeviceNetworkSystem.cs

* Fix cameras

* Make camera router event-less

* Fix atmos sync payloads, add more docs

* Remove singleton + instant packets

* oops remove public access

* Fix tests?

* Why the hell overload effect makes puddle sparks

* Apparently it was redundant

* Update gates.yml

* Finish documentation

* Review

* Mark relay properties as obsolete

* Struct payloads support (#blazinglyfastmemorysafe)

* Update DeviceNetworkTest.cs

* Make device structs stuff better

* Move address prefix to DeviceNetworkComponent

* Locale fixes

* Fix tests

* Doesn't know boolean logic award

* Update AtmosAlarmableSystem.cs

* Fix address predicted examine

* Partial fix to air alarmables

* Fix deployable turrets UI

* Fix firelocks, maybe

* Apparently Activatable UI was enough lol

* Fix surveillance cameras

* Rename `QueuePacket` into `SendPacket`

* Simplify DeviceData as much as possible

* Update DeviceData.cs

* Update FaxMachineComponent.cs

* Remove DeviceData because its stupid

* Update ScreenSystem.cs

* Fix build (camera map broken still)

* Fix map

* fix usings

* Review changes

* Build fix
2026-08-31 19:42:56 +00:00

101 lines
3.4 KiB
C#

using Content.Shared.Power.EntitySystems;
using Content.Shared.SurveillanceCamera;
using Content.Shared.SurveillanceCamera.Components;
using Robust.Shared.Physics.Events;
using Robust.Shared.Physics.Systems;
namespace Content.Server.SurveillanceCamera;
public sealed partial class SurveillanceCameraSystem
{
[Dependency] private SharedPhysicsSystem _physics = default!;
[Dependency] private SharedPowerReceiverSystem _power = default!;
[Dependency] private EntityQuery<CameraActiveOnCollideComponent> _cameraQuery = default!;
public void InitializeCollide()
{
SubscribeLocalEvent<CameraActiveOnCollideColliderComponent, PreventCollideEvent>(OnPreventCollide);
SubscribeLocalEvent<CameraActiveOnCollideColliderComponent, StartCollideEvent>(OnStart);
SubscribeLocalEvent<CameraActiveOnCollideColliderComponent, EndCollideEvent>(OnEnd);
SubscribeLocalEvent<CameraActiveOnCollideColliderComponent, ComponentShutdown>(OnCollideShutdown);
SubscribeLocalEvent<CameraActiveOnCollideComponent, SurveillanceCameraGetIsViewedExternallyEvent>(OnOverrideState);
}
private void OnCollideShutdown(Entity<CameraActiveOnCollideColliderComponent> 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 (_cameraQuery.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<CameraActiveOnCollideColliderComponent> ent, ref PreventCollideEvent args)
{
if (!_cameraQuery.HasComp(args.OtherEntity))
{
args.Cancelled = true;
}
}
private void OnEnd(Entity<CameraActiveOnCollideColliderComponent> ent, ref EndCollideEvent args)
{
if (args.OurFixtureId != ent.Comp.FixtureId)
return;
if (!_cameraQuery.TryComp(args.OtherEntity, out var cameraCollider))
return;
// TODO: Engine bug IsTouching box2d yay.
var contacts = _physics.GetTouchingContacts(args.OtherEntity) - 1;
if (contacts > 0)
return;
cameraCollider.Enabled = false;
Dirty(args.OtherEntity, cameraCollider);
UpdateVisuals(args.OtherEntity);
}
private void OnStart(Entity<CameraActiveOnCollideColliderComponent> ent, ref StartCollideEvent args)
{
if (args.OurFixtureId != ent.Comp.FixtureId)
return;
if (!_cameraQuery.TryComp(args.OtherEntity, out var cameraCollider))
return;
cameraCollider.Enabled = true;
Dirty(args.OtherEntity, cameraCollider);
UpdateVisuals(args.OtherEntity);
}
private void OnOverrideState(Entity<CameraActiveOnCollideComponent> ent, ref SurveillanceCameraGetIsViewedExternallyEvent args)
{
if (ent.Comp.RequiresPower && !_power.IsPowered(ent.Owner))
return;
if (!ent.Comp.Enabled)
return;
args.Viewed = true;
}
}