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. } }