Add pointing (#1435)

* Add pointing keybind and simple message

* Add turning the player when pointing

* Add pointing arrow

* Make the popup message appear on the pointing entity

* Add pointing to tiles and space and proper grammar

* Move pointing bind from HandsSystem to PointingSystem

* Add more messages for pointing depending on the viewer perspective

* Fix non nullable reference type

* Serialize pointing arrow duration

* Serialize pointing arrow step and add summaries

* Make arrow speed serializable and make it depend on frame time

* Add 0.2 second delay between pointings

* Add pointing arrow yaml examples

* Add the ability for pointing arrows to be rogue

* Remove rogue package reference

* Add point to verb

https://cdn.discordapp.com/attachments/313107470031650816/735268651636228197/unknown.png

* Add shift middle clicking an entity in the verb menu to point at it

* Add VV to PointingArrowComponent

* Increase pointing delay from 0.2 to 0.5 seconds

* Address reviews

* Fix nullability errors

* Separate pointing and rogue pointing code

* Fix rogue pointing arrow visuals

* Made rogue pointing arrow rotation adjustment readable for mortals

* Make rogue pointing arrows less destructive

* Cleanup more of the rogue pointing arrow code
This commit is contained in:
DrSmugleaf
2020-07-24 14:51:18 +02:00
committed by GitHub
parent 1eac63e5bb
commit 245dbdaa3a
19 changed files with 671 additions and 4 deletions

View File

@@ -0,0 +1,137 @@
#nullable enable
using System;
using System.Linq;
using Content.Server.Explosions;
using Content.Shared.GameObjects.Components.Pointing;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.Player;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
using Robust.Shared.ViewVariables;
using DrawDepth = Content.Shared.GameObjects.DrawDepth;
namespace Content.Server.GameObjects.Components.Pointing
{
[RegisterComponent]
public class RoguePointingArrowComponent : SharedRoguePointingArrowComponent
{
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[ViewVariables]
private IEntity? _chasing;
[ViewVariables(VVAccess.ReadWrite)]
private float _turningDelay;
[ViewVariables(VVAccess.ReadWrite)]
private float _chasingDelay;
[ViewVariables(VVAccess.ReadWrite)]
private float _chasingSpeed;
[ViewVariables(VVAccess.ReadWrite)]
private float _chasingTime;
private IEntity? RandomNearbyPlayer()
{
var players = _playerManager
.GetPlayersInRange(Owner.Transform.GridPosition, 15)
.Where(player => player.AttachedEntity != null)
.ToArray();
if (players.Length == 0)
{
return null;
}
return _random.Pick(players).AttachedEntity;
}
private void UpdateAppearance()
{
if (_chasing == null ||
!Owner.TryGetComponent(out AppearanceComponent appearance))
{
return;
}
appearance.SetData(RoguePointingArrowVisuals.Rotation, Owner.Transform.LocalRotation.Degrees);
}
protected override void Startup()
{
base.Startup();
if (Owner.TryGetComponent(out SpriteComponent sprite))
{
sprite.DrawDepth = (int) DrawDepth.Overlays;
}
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _turningDelay, "turningDelay", 2);
serializer.DataField(ref _chasingDelay, "chasingDelay", 1);
serializer.DataField(ref _chasingSpeed, "chasingSpeed", 5);
serializer.DataField(ref _chasingTime, "chasingTime", 1f);
}
public void Update(float frameTime)
{
_chasing ??= RandomNearbyPlayer();
if (_chasing == null)
{
Owner.Delete();
return;
}
_turningDelay -= frameTime;
if (_turningDelay > 0)
{
var difference = _chasing.Transform.WorldPosition - Owner.Transform.WorldPosition;
var angle = difference.ToAngle();
var adjusted = angle.Degrees + 90;
var newAngle = Angle.FromDegrees(adjusted);
Owner.Transform.LocalRotation = newAngle;
UpdateAppearance();
return;
}
_chasingDelay -= frameTime;
Owner.Transform.WorldRotation += Angle.FromDegrees(20);
UpdateAppearance();
var toChased = _chasing.Transform.WorldPosition - Owner.Transform.WorldPosition;
Owner.Transform.WorldPosition += toChased * frameTime * _chasingSpeed;
_chasingTime -= frameTime;
if (_chasingTime > 0)
{
return;
}
ExplosionHelper.SpawnExplosion(Owner.Transform.GridPosition, 0, 2, 1, 1);
EntitySystem.Get<AudioSystem>().PlayFromEntity("/Audio/Effects/explosion.ogg", Owner);
Owner.Delete();
}
}
}