Fixed portal artifacts targeting the Ai (#32677)

* Added checks to not target AIs and people in containers

* made the change to use IsEntityInContainer. Much Better!

* returned old Mindquerry and removed wrong use of admin logger

* guard statment

* removed unnecessery refs and fixed position swap

* Minor change

---------

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
Kevin Matuschzik
2024-10-14 07:55:46 +02:00
committed by GitHub
parent 9b71757c07
commit 906913563e

View File

@@ -2,6 +2,8 @@ using Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Components;
using Content.Server.Xenoarchaeology.XenoArtifacts.Events;
using Content.Shared.Mind.Components;
using Content.Shared.Teleportation.Systems;
using Robust.Shared.Collections;
using Robust.Shared.Containers;
using Robust.Shared.Random;
namespace Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Systems;
@@ -11,6 +13,7 @@ public sealed class PortalArtifactSystem : EntitySystem
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly LinkedEntitySystem _link = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
public override void Initialize()
{
@@ -21,21 +24,28 @@ public sealed class PortalArtifactSystem : EntitySystem
private void OnActivate(Entity<PortalArtifactComponent> artifact, ref ArtifactActivatedEvent args)
{
var map = Transform(artifact).MapID;
var validMinds = new ValueList<EntityUid>();
var mindQuery = EntityQueryEnumerator<MindContainerComponent, TransformComponent, MetaDataComponent>();
while (mindQuery.MoveNext(out var uid, out var mc, out var xform, out var meta))
{
// check if the MindContainer has a Mind and if the entity is not in a container (this also auto excludes AI) and if they are on the same map
if (mc.HasMind && !_container.IsEntityOrParentInContainer(uid, meta: meta, xform: xform) && xform.MapID == map)
{
validMinds.Add(uid);
}
}
//this would only be 0 if there were a station full of AIs and no one else, in that case just stop this function
if (validMinds.Count == 0)
return;
var firstPortal = Spawn(artifact.Comp.PortalProto, _transform.GetMapCoordinates(artifact));
var minds = new List<EntityUid>();
var mindQuery = EntityQueryEnumerator<MindContainerComponent, TransformComponent>();
while (mindQuery.MoveNext(out var uid, out var mc, out var xform))
{
if (mc.HasMind && xform.MapID == map)
minds.Add(uid);
}
var target = _random.Pick(validMinds);
var target = _random.Pick(minds);
var secondPortal = Spawn(artifact.Comp.PortalProto, _transform.GetMapCoordinates(target));
//Manual position swapping, because the portal that opens doesn't trigger a collision, and doesn't teleport targets the first time.
_transform.SwapPositions(target, secondPortal);
_transform.SwapPositions(target, artifact.Owner);
_link.TryLink(firstPortal, secondPortal, true);
}