Turn some implants into triggers (#39364)
Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com>
This commit is contained in:
151
Content.Shared/Trigger/Systems/ScramOnTriggerSystem.cs
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151
Content.Shared/Trigger/Systems/ScramOnTriggerSystem.cs
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using System.Numerics;
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using Content.Shared.Movement.Pulling.Components;
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using Content.Shared.Movement.Pulling.Systems;
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using Content.Shared.Physics;
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using Content.Shared.Trigger.Components.Effects;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Network;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Collections;
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using Robust.Shared.Random;
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namespace Content.Shared.Trigger.Systems;
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public sealed class ScramOnTriggerSystem : EntitySystem
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{
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[Dependency] private readonly PullingSystem _pulling = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedMapSystem _map = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly INetManager _net = default!;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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private HashSet<Entity<MapGridComponent>> _targetGrids = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ScramOnTriggerComponent, TriggerEvent>(OnTrigger);
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
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}
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private void OnTrigger(Entity<ScramOnTriggerComponent> ent, ref TriggerEvent args)
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{
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if (args.Key != null && !ent.Comp.KeysIn.Contains(args.Key))
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return;
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var target = ent.Comp.TargetUser ? args.User : ent.Owner;
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if (target == null)
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return;
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// We need stop the user from being pulled so they don't just get "attached" with whoever is pulling them.
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// This can for example happen when the user is cuffed and being pulled.
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if (TryComp<PullableComponent>(target, out var pull) && _pulling.IsPulled(target.Value, pull))
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_pulling.TryStopPull(ent, pull);
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// Check if the user is pulling anything, and drop it if so.
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if (TryComp<PullerComponent>(target, out var puller) && TryComp<PullableComponent>(puller.Pulling, out var pullable))
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_pulling.TryStopPull(puller.Pulling.Value, pullable);
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_audio.PlayPredicted(ent.Comp.TeleportSound, ent, args.User);
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// Can't predict picking random grids and the target location might be out of PVS range.
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if (_net.IsClient)
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return;
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var xform = Transform(target.Value);
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var targetCoords = SelectRandomTileInRange(xform, ent.Comp.TeleportRadius);
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if (targetCoords != null)
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{
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_transform.SetCoordinates(target.Value, targetCoords.Value);
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args.Handled = true;
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}
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}
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private EntityCoordinates? SelectRandomTileInRange(TransformComponent userXform, float radius)
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{
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var userCoords = _transform.ToMapCoordinates(userXform.Coordinates);
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_targetGrids.Clear();
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_lookup.GetEntitiesInRange(userCoords, radius, _targetGrids);
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Entity<MapGridComponent>? targetGrid = null;
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if (_targetGrids.Count == 0)
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return null;
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// Give preference to the grid the entity is currently on.
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// This does not guarantee that if the probability fails that the owner's grid won't be picked.
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// In reality the probability is higher and depends on the number of grids.
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if (userXform.GridUid != null && TryComp<MapGridComponent>(userXform.GridUid, out var gridComp))
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{
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var userGrid = new Entity<MapGridComponent>(userXform.GridUid.Value, gridComp);
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if (_random.Prob(0.5f))
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{
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_targetGrids.Remove(userGrid);
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targetGrid = userGrid;
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}
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}
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if (targetGrid == null)
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targetGrid = _random.GetRandom().PickAndTake(_targetGrids);
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EntityCoordinates? targetCoords = null;
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do
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{
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var valid = false;
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var range = (float)Math.Sqrt(radius);
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var box = Box2.CenteredAround(userCoords.Position, new Vector2(range, range));
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var tilesInRange = _map.GetTilesEnumerator(targetGrid.Value.Owner, targetGrid.Value.Comp, box, false);
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var tileList = new ValueList<Vector2i>();
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while (tilesInRange.MoveNext(out var tile))
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{
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tileList.Add(tile.GridIndices);
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}
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while (tileList.Count != 0)
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{
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var tile = tileList.RemoveSwap(_random.Next(tileList.Count));
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valid = true;
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foreach (var entity in _map.GetAnchoredEntities(targetGrid.Value.Owner, targetGrid.Value.Comp,
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tile))
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{
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if (!_physicsQuery.TryGetComponent(entity, out var body))
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continue;
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if (body.BodyType != BodyType.Static ||
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!body.Hard ||
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(body.CollisionLayer & (int)CollisionGroup.MobMask) == 0)
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continue;
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valid = false;
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break;
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}
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if (valid)
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{
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targetCoords = new EntityCoordinates(targetGrid.Value.Owner,
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_map.TileCenterToVector(targetGrid.Value, tile));
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break;
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}
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}
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if (valid || _targetGrids.Count == 0) // if we don't do the check here then PickAndTake will blow up on an empty set.
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break;
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targetGrid = _random.GetRandom().PickAndTake(_targetGrids);
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} while (true);
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return targetCoords;
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}
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}
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