Gravity (#841)
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134
Content.Server/GameObjects/EntitySystems/GravitySystem.cs
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134
Content.Server/GameObjects/EntitySystems/GravitySystem.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.Gravity;
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using Content.Server.GameObjects.Components.Mobs;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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public class GravitySystem: EntitySystem
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{
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#pragma warning disable 649
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[Dependency] private readonly IMapManager _mapManager;
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[Dependency] private readonly IPlayerManager _playerManager;
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[Dependency] private readonly IEntitySystemManager _entitySystemManager;
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[Dependency] private readonly IRobustRandom _random;
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#pragma warning restore 649
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private const float GravityKick = 100.0f;
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private const uint ShakeTimes = 10;
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private Dictionary<GridId, uint> _gridsToShake;
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private float internalTimer = 0.0f;
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public override void Initialize()
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{
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EntityQuery = new TypeEntityQuery<GravityGeneratorComponent>();
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_gridsToShake = new Dictionary<GridId, uint>();
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}
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public override void Update(float frameTime)
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{
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internalTimer += frameTime;
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var gridsWithGravity = new List<GridId>();
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foreach (var entity in RelevantEntities)
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{
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var generator = entity.GetComponent<GravityGeneratorComponent>();
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if (generator.NeedsUpdate)
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{
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generator.UpdateState();
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}
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if (generator.Status == GravityGeneratorStatus.On)
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{
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gridsWithGravity.Add(entity.Transform.GridID);
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}
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}
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foreach (var grid in _mapManager.GetAllGrids())
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{
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if (grid.HasGravity && !gridsWithGravity.Contains(grid.Index))
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{
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grid.HasGravity = false;
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ScheduleGridToShake(grid.Index, ShakeTimes);
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} else if (!grid.HasGravity && gridsWithGravity.Contains(grid.Index))
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{
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grid.HasGravity = true;
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ScheduleGridToShake(grid.Index, ShakeTimes);
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}
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}
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if (internalTimer > 0.2f)
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{
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ShakeGrids();
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internalTimer = 0.0f;
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}
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}
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private void ScheduleGridToShake(GridId gridId, uint shakeTimes)
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{
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if (!_gridsToShake.Keys.Contains(gridId))
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{
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_gridsToShake.Add(gridId, shakeTimes);
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}
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else
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{
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_gridsToShake[gridId] = shakeTimes;
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}
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// Play the gravity sound
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foreach (var player in _playerManager.GetAllPlayers())
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{
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if (player.AttachedEntity == null
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|| player.AttachedEntity.Transform.GridID != gridId) continue;
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_entitySystemManager.GetEntitySystem<AudioSystem>().Play("/Audio/effects/alert.ogg", player.AttachedEntity);
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}
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}
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private void ShakeGrids()
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{
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// I have to copy this because C# doesn't allow changing collections while they're
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// getting enumerated.
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var gridsToShake = new Dictionary<GridId, uint>(_gridsToShake);
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foreach (var gridId in _gridsToShake.Keys)
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{
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if (_gridsToShake[gridId] == 0)
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{
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gridsToShake.Remove(gridId);
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continue;
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}
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ShakeGrid(gridId);
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gridsToShake[gridId] -= 1;
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}
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_gridsToShake = gridsToShake;
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}
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private void ShakeGrid(GridId gridId)
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{
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foreach (var player in _playerManager.GetAllPlayers())
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{
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if (player.AttachedEntity == null
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|| player.AttachedEntity.Transform.GridID != gridId
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|| !player.AttachedEntity.TryGetComponent(out CameraRecoilComponent recoil))
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{
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continue;
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}
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recoil.Kick(new Vector2(_random.NextFloat(), _random.NextFloat()) * GravityKick);
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}
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}
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}
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}
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