Gravity generator rewrite (#4828)

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
Pieter-Jan Briers
2021-11-02 01:12:55 +01:00
committed by GitHub
parent 0e33b246db
commit 059fa9ae48
17 changed files with 739 additions and 361 deletions

View File

@@ -1,56 +1,16 @@
using System.Collections.Generic;
using System.Linq;
using Content.Server.Camera;
using Content.Shared.Gravity;
using Content.Shared.Sound;
using JetBrains.Annotations;
using Robust.Server.Player;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Player;
using Robust.Shared.Random;
namespace Content.Server.Gravity.EntitySystems
{
[UsedImplicitly]
internal sealed class GravitySystem : SharedGravitySystem
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
private const float GravityKick = 100.0f;
private const uint ShakeTimes = 10;
private Dictionary<GridId, uint> _gridsToShake = new();
private float _internalTimer = 0.0f;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GravityComponent, ComponentInit>(HandleGravityInitialize);
SubscribeLocalEvent<GravityGeneratorUpdateEvent>(HandleGeneratorUpdate);
}
private void HandleGeneratorUpdate(GravityGeneratorUpdateEvent ev)
{
if (ev.GridId == GridId.Invalid) return;
var gravity = EntityManager.GetComponent<GravityComponent>(_mapManager.GetGrid(ev.GridId).GridEntityId);
if (ev.Status == GravityGeneratorStatus.On)
{
EnableGravity(gravity);
}
else
{
DisableGravity(gravity);
}
}
private void HandleGravityInitialize(EntityUid uid, GravityComponent component, ComponentInit args)
@@ -61,7 +21,7 @@ namespace Content.Server.Gravity.EntitySystems
foreach (var generator in EntityManager.EntityQuery<GravityGeneratorComponent>())
{
if (generator.Owner.Transform.GridID == gridId && generator.Status == GravityGeneratorStatus.On)
if (generator.Owner.Transform.GridID == gridId && generator.GravityActive)
{
component.Enabled = true;
message = new GravityChangedMessage(gridId, true);
@@ -75,103 +35,24 @@ namespace Content.Server.Gravity.EntitySystems
RaiseLocalEvent(message);
}
public override void Update(float frameTime)
{
// TODO: Pointless iteration, just make both of these event-based PLEASE
foreach (var generator in EntityManager.EntityQuery<GravityGeneratorComponent>())
{
if (generator.NeedsUpdate)
{
generator.UpdateState();
}
}
if (_gridsToShake.Count > 0)
{
_internalTimer += frameTime;
if (_internalTimer > 0.2f)
{
// TODO: Could just have clients do this themselves via event and save bandwidth.
ShakeGrids();
_internalTimer -= 0.2f;
}
}
else
{
_internalTimer = 0.0f;
}
}
private void EnableGravity(GravityComponent comp)
public void EnableGravity(GravityComponent comp)
{
if (comp.Enabled) return;
comp.Enabled = true;
var gridId = comp.Owner.Transform.GridID;
ScheduleGridToShake(gridId, ShakeTimes, comp);
var message = new GravityChangedMessage(gridId, true);
RaiseLocalEvent(message);
}
private void DisableGravity(GravityComponent comp)
public void DisableGravity(GravityComponent comp)
{
if (!comp.Enabled) return;
comp.Enabled = false;
var gridId = comp.Owner.Transform.GridID;
ScheduleGridToShake(gridId, ShakeTimes, comp);
var message = new GravityChangedMessage(gridId, false);
RaiseLocalEvent(message);
}
private void ScheduleGridToShake(GridId gridId, uint shakeTimes, GravityComponent comp)
{
if (!_gridsToShake.Keys.Contains(gridId))
{
_gridsToShake.Add(gridId, shakeTimes);
}
else
{
_gridsToShake[gridId] = shakeTimes;
}
SoundSystem.Play(Filter.BroadcastGrid(gridId), comp.GravityShakeSound.GetSound(), AudioParams.Default.WithVolume(-2f));
}
private void ShakeGrids()
{
// I have to copy this because C# doesn't allow changing collections while they're
// getting enumerated.
var gridsToShake = new Dictionary<GridId, uint>(_gridsToShake);
foreach (var gridId in _gridsToShake.Keys)
{
if (_gridsToShake[gridId] == 0)
{
gridsToShake.Remove(gridId);
continue;
}
ShakeGrid(gridId);
gridsToShake[gridId] -= 1;
}
_gridsToShake = gridsToShake;
}
private void ShakeGrid(GridId gridId)
{
foreach (var player in _playerManager.GetAllPlayers())
{
if (player.AttachedEntity == null
|| player.AttachedEntity.Transform.GridID != gridId
|| !player.AttachedEntity.TryGetComponent(out CameraRecoilComponent? recoil))
{
continue;
}
recoil.Kick(new Vector2(_random.NextFloat(), _random.NextFloat()) * GravityKick);
}
}
}
}