using System.Linq;
using System.Numerics;
using Content.Server.Physics.Components;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Controllers;
namespace Content.Server.Physics.Controllers;
///
/// A system which makes its entity chasing another entity with selected component.
///
public sealed class ChasingWalkSystem : VirtualController
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
private readonly HashSet> _potentialChaseTargets = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnChasingMapInit);
SubscribeLocalEvent(OnChasingUnpaused);
}
private void OnChasingMapInit(EntityUid uid, ChasingWalkComponent component, MapInitEvent args)
{
component.NextImpulseTime = _gameTiming.CurTime;
component.NextChangeVectorTime = _gameTiming.CurTime;
}
private void OnChasingUnpaused(EntityUid uid, ChasingWalkComponent component, ref EntityUnpausedEvent args)
{
component.NextImpulseTime += args.PausedTime;
component.NextChangeVectorTime += args.PausedTime;
}
public override void UpdateBeforeSolve(bool prediction, float frameTime)
{
base.UpdateBeforeSolve(prediction, frameTime);
var query = EntityQueryEnumerator();
while (query.MoveNext(out var uid, out var chasing))
{
//Set Velocity to Target
if (chasing.NextImpulseTime <= _gameTiming.CurTime)
{
ForceImpulse(uid, chasing);
chasing.NextImpulseTime += TimeSpan.FromSeconds(chasing.ImpulseInterval);
}
//Change Target
if (chasing.NextChangeVectorTime <= _gameTiming.CurTime)
{
ChangeTarget(uid, chasing);
var delay = TimeSpan.FromSeconds(_random.NextFloat(chasing.ChangeVectorMinInterval, chasing.ChangeVectorMaxInterval));
chasing.NextChangeVectorTime += delay;
}
}
}
private void ChangeTarget(EntityUid uid, ChasingWalkComponent component)
{
//We find our coordinates and calculate the radius of the target search.
var xform = Transform(uid);
var range = component.MaxChaseRadius;
var compType = _random.Pick(component.ChasingComponent.Values).Component.GetType();
_potentialChaseTargets.Clear();
_lookup.GetEntitiesInRange(compType, _transform.GetMapCoordinates(xform), range, _potentialChaseTargets, LookupFlags.Uncontained);
//If there are no required components in the radius, don't moving.
if (_potentialChaseTargets.Count <= 0)
return;
//In the case of finding required components, we choose a random one of them and remember its uid.
component.ChasingEntity = _random.Pick(_potentialChaseTargets).Owner;
component.Speed = _random.NextFloat(component.MinSpeed, component.MaxSpeed);
}
//pushing the entity toward its target
private void ForceImpulse(EntityUid uid, ChasingWalkComponent component)
{
if (Deleted(component.ChasingEntity) || component.ChasingEntity == null)
{
ChangeTarget(uid, component);
return;
}
if (!TryComp(uid, out var physics))
return;
//Calculating direction to the target.
var pos1 = _transform.GetWorldPosition(uid);
var pos2 = _transform.GetWorldPosition(component.ChasingEntity.Value);
var delta = pos2 - pos1;
var speed = delta.Length() > 0 ? delta.Normalized() * component.Speed : Vector2.Zero;
_physics.SetLinearVelocity(uid, speed);
_physics.SetBodyStatus(physics, BodyStatus.InAir); //If this is not done, from the explosion up close, the tesla will "Fall" to the ground, and almost stop moving.
}
}