using Content.Server.Physics.Components; using Robust.Shared.Random; using Robust.Shared.Timing; using Robust.Shared.Physics.Systems; using Robust.Shared.Physics; using System.Numerics; using Robust.Shared.Physics.Controllers; using Robust.Shared.Utility; namespace Content.Server.Physics.Controllers; /// /// A component which makes its entity periodically chaotic jumps arounds /// public sealed class ChaoticJumpSystem : VirtualController { [Dependency] private readonly IGameTiming _gameTiming = default!; [Dependency] private readonly SharedTransformSystem _transform = default!; [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly SharedPhysicsSystem _physics = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnMapInit); } private void OnMapInit(Entity chaotic, ref MapInitEvent args) { //So the entity doesn't teleport instantly. For tesla, for example, it's important for it to eat tesla's generator. chaotic.Comp.NextJumpTime = _gameTiming.CurTime + TimeSpan.FromSeconds(_random.NextFloat(chaotic.Comp.JumpMinInterval, chaotic.Comp.JumpMaxInterval)); } public override void UpdateBeforeSolve(bool prediction, float frameTime) { base.UpdateBeforeSolve(prediction, frameTime); var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var chaotic)) { //Jump if (chaotic.NextJumpTime <= _gameTiming.CurTime) { Jump(uid, chaotic); chaotic.NextJumpTime += TimeSpan.FromSeconds(_random.NextFloat(chaotic.JumpMinInterval, chaotic.JumpMaxInterval)); } } } private void Jump(EntityUid uid, ChaoticJumpComponent component) { var transform = Transform(uid); var startPos = _transform.GetWorldPosition(uid); Vector2 targetPos; var direction = _random.NextAngle(); var range = _random.NextFloat(component.RangeMin, component.RangeMax); var ray = new CollisionRay(startPos, direction.ToVec(), component.CollisionMask); var rayCastResults = _physics.IntersectRay(transform.MapID, ray, range, uid, returnOnFirstHit: false).FirstOrNull(); if (rayCastResults != null) { targetPos = rayCastResults.Value.HitPos; targetPos = new Vector2(targetPos.X - (float) Math.Cos(direction), targetPos.Y - (float) Math.Sin(direction)); //offset so that the teleport does not take place directly inside the target } else { targetPos = new Vector2(startPos.X + range * (float) Math.Cos(direction), startPos.Y + range * (float) Math.Sin(direction)); } Spawn(component.Effect, transform.Coordinates); _transform.SetWorldPosition(uid, targetPos); } }