Add basic teleportation and portals (#269)
* Add basic teleportation and portals * Address PJB's feedback and minor cleanup
This commit is contained in:
committed by
Pieter-Jan Briers
parent
52a6d9ff43
commit
1f320eccd7
@@ -0,0 +1,261 @@
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using System;
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using System.Linq;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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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.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timers;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Movement
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{
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public class ServerTeleporterComponent : Component, IAfterAttack
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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 IServerEntityManager _serverEntityManager;
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#pragma warning restore 649
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// TODO: Look at MapManager.Map for Beacons to get all entities on grid
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public ItemTeleporterState State => _state;
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public override string Name => "ItemTeleporter";
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[ViewVariables] private float _chargeTime;
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[ViewVariables] private float _cooldown;
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[ViewVariables] private int _range;
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[ViewVariables] private ItemTeleporterState _state;
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[ViewVariables] private TeleporterType _teleporterType;
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[ViewVariables] private string _departureSound;
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[ViewVariables] private string _arrivalSound;
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[ViewVariables] private string _cooldownSound;
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// If the direct OR random teleport will try to avoid hitting collidables
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[ViewVariables] private bool _avoidCollidable;
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[ViewVariables] private float _portalAliveTime;
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private AppearanceComponent _appearanceComponent;
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private Random _spreadRandom;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _teleporterType, "teleporter_type", TeleporterType.Random);
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serializer.DataField(ref _range, "range", 15);
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serializer.DataField(ref _chargeTime, "charge_time", 0.2f);
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serializer.DataField(ref _cooldown, "cooldown", 2.0f);
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serializer.DataField(ref _avoidCollidable, "avoid_walls", true);
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serializer.DataField(ref _departureSound, "departure_sound", "/Audio/effects/teleport_departure.ogg");
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serializer.DataField(ref _arrivalSound, "arrival_sound", "/Audio/effects/teleport_arrival.ogg");
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serializer.DataField(ref _cooldownSound, "cooldown_sound", null);
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serializer.DataField(ref _portalAliveTime, "portal_alive_time", 5.0f); // TODO: Change this to 0 before PR?
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}
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public override void OnRemove()
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{
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_appearanceComponent = null;
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base.OnRemove();
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}
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private void SetState(ItemTeleporterState newState)
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{
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if (newState == ItemTeleporterState.Cooldown)
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{
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_appearanceComponent.SetData(TeleporterVisuals.VisualState, TeleporterVisualState.Charging);
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}
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else
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{
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_appearanceComponent.SetData(TeleporterVisuals.VisualState, TeleporterVisualState.Ready);
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}
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_state = newState;
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}
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void IAfterAttack.AfterAttack(AfterAttackEventArgs eventArgs)
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{
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if (_teleporterType == TeleporterType.Directed)
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{
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var userTarget = eventArgs.ClickLocation.ToWorld(_mapManager);
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TryDirectedTeleport(eventArgs.User, userTarget);
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}
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if (_teleporterType == TeleporterType.Random)
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{
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TryRandomTeleport(eventArgs.User);
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}
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}
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public void TryDirectedTeleport(IEntity user, GridCoordinates grid)
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{
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// Checks
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if (user.Transform.GridPosition.Distance(_mapManager, grid) > _range)
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{
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return;
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}
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if (_state == ItemTeleporterState.On)
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{
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return;
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}
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if (_avoidCollidable)
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{
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foreach (var entity in _serverEntityManager.GetEntitiesIntersecting(grid))
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{
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// Added this component to avoid stacking portals and causing shenanigans
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// TODO: Doesn't do a great job of stopping stacking portals for directed
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if (entity.HasComponent<CollidableComponent>() || entity.HasComponent<ServerTeleporterComponent>())
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{
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return;
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}
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}
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}
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// Start / Continue
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if (_state == ItemTeleporterState.Off)
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{
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SetState(ItemTeleporterState.Charging);
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// Play charging sound here if you want
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}
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if (_state != ItemTeleporterState.Charging)
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{
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return;
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}
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Timer.Spawn(TimeSpan.FromSeconds(_chargeTime), () => Teleport(user, new Vector2(grid.X, grid.Y)));
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StartCooldown();
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}
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public void StartCooldown()
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{
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SetState(ItemTeleporterState.Cooldown);
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Timer.Spawn(TimeSpan.FromSeconds(_chargeTime + _cooldown), () => SetState(ItemTeleporterState.Off));
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if (_cooldownSound != null)
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{
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var soundPlayer = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>();
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soundPlayer.Play(_cooldownSound, Owner);
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}
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}
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public override void Initialize()
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{
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_appearanceComponent = Owner.GetComponent<AppearanceComponent>();
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_spreadRandom = new Random(Owner.Uid.GetHashCode() ^ DateTime.Now.GetHashCode());
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_state = ItemTeleporterState.Off;
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base.Initialize();
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}
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private bool emptySpace(IEntity user, Vector2 target)
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{
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// TODO: Check the user's spot? Upside is no stacking TPs but downside is they can't unstuck themselves from walls.
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foreach (var entity in _serverEntityManager.GetEntitiesIntersecting(user.Transform.MapID, target))
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{
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if (entity.HasComponent<CollidableComponent>() || entity.HasComponent<ServerPortalComponent>())
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{
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return false;
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}
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}
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return true;
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}
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private Vector2 randomEmptySpot(IEntity user, int range)
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{
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Vector2 targetVector = user.Transform.GridPosition.Position;
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// Definitely a better way to do this
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foreach (var i in Enumerable.Range(0, 5))
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{
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var randomRange = _spreadRandom.Next(0, range);
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var angle = Angle.FromDegrees(_spreadRandom.Next(0, 359));
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targetVector = user.Transform.GridPosition.Position + angle.ToVec() * randomRange;
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if (emptySpace(user, targetVector))
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{
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return targetVector;
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}
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if (i == 19)
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{
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return targetVector;
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}
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}
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return targetVector;
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}
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public void TryRandomTeleport(IEntity user)
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{
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// Checks
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if (_state == ItemTeleporterState.On)
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{
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return;
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}
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Vector2 targetVector;
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if (_avoidCollidable)
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{
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targetVector = randomEmptySpot(user, _range);
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}
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else
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{
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var randomRange = _spreadRandom.Next(0, _range);
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var angle = Angle.FromDegrees(_spreadRandom.Next(0, 359));
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targetVector = user.Transform.GridPosition.Position + angle.ToVec() * randomRange;
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}
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// Start / Continue
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if (_state == ItemTeleporterState.Off)
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{
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SetState(ItemTeleporterState.Charging);
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}
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if (_state != ItemTeleporterState.Charging)
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{
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return;
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}
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// Seemed easier to just start the cd timer at the same time
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Timer.Spawn(TimeSpan.FromSeconds(_chargeTime), () => Teleport(user, targetVector));
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StartCooldown();
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}
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public void Teleport(IEntity user, Vector2 vector)
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{
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// Messy maybe?
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GridCoordinates targetGrid = new GridCoordinates(vector, user.Transform.GridID);
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var soundPlayer = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>();
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// If portals use those, otherwise just move em over
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if (_portalAliveTime > 0.0f)
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{
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// Call Delete here as the teleporter should have control over portal longevity
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// Departure portal
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var departurePortal = _serverEntityManager.SpawnEntityAt("Portal", user.Transform.GridPosition);
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departurePortal.TryGetComponent<ServerPortalComponent>(out var departureComponent);
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// Arrival portal
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var arrivalPortal = _serverEntityManager.SpawnEntityAt("Portal", targetGrid);
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arrivalPortal.TryGetComponent<ServerPortalComponent>(out var arrivalComponent);
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// Connect. TODO: If the OnUpdate in ServerPortalComponent is changed this may need to change as well.
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arrivalComponent.TryConnectPortal(departurePortal);
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}
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else
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{
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// Departure
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soundPlayer.Play(_departureSound, user.Transform.GridPosition);
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// Arrival
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user.Transform.DetachParent();
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user.Transform.WorldPosition = vector;
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soundPlayer.Play(_arrivalSound, user.Transform.GridPosition);
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}
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}
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}
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}
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