Make portals use ICollideBehavior and set collidable.Hard to false (#2186)
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183
Content.Server/GameObjects/Components/Portal/PortalComponent.cs
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183
Content.Server/GameObjects/Components/Portal/PortalComponent.cs
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#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Shared.GameObjects.Components.Portal;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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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.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.Portal
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{
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[RegisterComponent]
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public class PortalComponent : SharedPortalComponent, ICollideBehavior
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{
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// Potential improvements: Different sounds,
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// Add Gateways
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// More efficient form of GetEntitiesIntersecting,
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// Put portal above most other things layer-wise
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// Add telefragging (get entities on connecting portal and force brute damage)
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private IEntity? _connectingTeleporter;
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private PortalState _state = PortalState.Pending;
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[ViewVariables(VVAccess.ReadWrite)] private float _individualPortalCooldown;
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[ViewVariables] private float _overallPortalCooldown;
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[ViewVariables] private bool _onCooldown;
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[ViewVariables] private string _departureSound = "";
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[ViewVariables] private string _arrivalSound = "";
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public readonly List<IEntity> ImmuneEntities = new List<IEntity>(); // K
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[ViewVariables(VVAccess.ReadWrite)] private float _aliveTime;
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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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// How long will the portal stay up: 0 is infinite
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serializer.DataField(ref _aliveTime, "alive_time", 10.0f);
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// How long before a specific person can go back into it
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serializer.DataField(ref _individualPortalCooldown, "individual_cooldown", 2.1f);
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// How long before anyone can go in it
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serializer.DataField(ref _overallPortalCooldown, "overall_cooldown", 2.0f);
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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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}
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public override void OnAdd()
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{
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// This will blow up an entity it's attached to
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base.OnAdd();
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_state = PortalState.Pending;
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if (_aliveTime > 0)
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{
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Timer.Spawn(TimeSpan.FromSeconds(_aliveTime), () => Owner.Delete());
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}
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}
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public bool CanBeConnected()
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{
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return _connectingTeleporter == null;
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}
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public void TryConnectPortal(IEntity otherPortal)
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{
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if (otherPortal.TryGetComponent<PortalComponent>(out var connectedPortal) && connectedPortal.CanBeConnected())
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{
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_connectingTeleporter = otherPortal;
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connectedPortal._connectingTeleporter = Owner;
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TryChangeState(PortalState.Pending);
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}
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}
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public void TryChangeState(PortalState targetState)
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{
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if (Deleted)
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{
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return;
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}
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_state = targetState;
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if (Owner.TryGetComponent(out AppearanceComponent? appearance))
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{
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appearance.SetData(PortalVisuals.State, _state);
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}
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}
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private void ReleaseCooldown(IEntity entity)
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{
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if (Deleted)
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{
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return;
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}
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if (ImmuneEntities.Contains(entity))
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{
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ImmuneEntities.Remove(entity);
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}
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if (_connectingTeleporter != null &&
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_connectingTeleporter.TryGetComponent<PortalComponent>(out var otherPortal))
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{
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otherPortal.ImmuneEntities.Remove(entity);
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}
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}
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private bool IsEntityPortable(IEntity entity)
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{
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// TODO: Check if it's slotted etc. Otherwise the slot item itself gets ported.
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return !ImmuneEntities.Contains(entity) &&
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entity.HasComponent<TeleportableComponent>();
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}
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public void StartCooldown()
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{
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if (_overallPortalCooldown <= 0 || _onCooldown)
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{
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// Just in case?
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_onCooldown = false;
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return;
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}
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_onCooldown = true;
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TryChangeState(PortalState.RecentlyTeleported);
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if (_connectingTeleporter == null ||
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!_connectingTeleporter.TryGetComponent<PortalComponent>(out var otherPortal))
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{
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return;
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}
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otherPortal.TryChangeState(PortalState.RecentlyTeleported);
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Timer.Spawn(TimeSpan.FromSeconds(_overallPortalCooldown), () =>
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{
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_onCooldown = false;
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TryChangeState(PortalState.Pending);
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otherPortal.TryChangeState(PortalState.Pending);
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});
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}
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public void TryPortalEntity(IEntity entity)
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{
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if (ImmuneEntities.Contains(entity) ||
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_connectingTeleporter == null ||
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!IsEntityPortable(entity))
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{
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return;
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}
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var position = _connectingTeleporter.Transform.Coordinates;
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var soundPlayer = EntitySystem.Get<AudioSystem>();
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// Departure
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// Do we need to rate-limit sounds to stop ear BLAST?
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soundPlayer.PlayAtCoords(_departureSound, entity.Transform.Coordinates);
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entity.Transform.Coordinates = position;
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soundPlayer.PlayAtCoords(_arrivalSound, entity.Transform.Coordinates);
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TryChangeState(PortalState.RecentlyTeleported);
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// To stop spam teleporting. Could potentially look at adding a timer to flush this from the portal
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ImmuneEntities.Add(entity);
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_connectingTeleporter.GetComponent<PortalComponent>().ImmuneEntities.Add(entity);
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Timer.Spawn(TimeSpan.FromSeconds(_individualPortalCooldown), () => ReleaseCooldown(entity));
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StartCooldown();
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}
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public void CollideWith(IEntity collidedWith)
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{
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if (_onCooldown == false)
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{
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TryPortalEntity(collidedWith);
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}
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}
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}
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}
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