* Revert "Add weightlessness status effect. (#2384)"
This reverts commit 9b751fc079.
* Bring back the icon and status
* Make weightless status track gravity and parent
144 lines
4.6 KiB
C#
144 lines
4.6 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Content.Server.GameObjects.Components.Gravity;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Gravity;
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using Content.Shared.GameObjects.EntitySystemMessages.Gravity;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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namespace Content.Server.GameObjects.EntitySystems
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{
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[UsedImplicitly]
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internal sealed class GravitySystem : EntitySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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private const float GravityKick = 100.0f;
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private const uint ShakeTimes = 10;
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private Dictionary<GridId, uint> _gridsToShake = new Dictionary<GridId, uint>();
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private float _internalTimer = 0.0f;
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public override void Update(float frameTime)
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{
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_internalTimer += frameTime;
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var gridsWithGravity = new List<GridId>();
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foreach (var generator in ComponentManager.EntityQuery<GravityGeneratorComponent>())
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{
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if (generator.NeedsUpdate)
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{
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generator.UpdateState();
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}
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if (generator.Status == GravityGeneratorStatus.On)
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{
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gridsWithGravity.Add(generator.Owner.Transform.GridID);
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}
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}
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foreach (var grid in _mapManager.GetAllGrids())
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{
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if (grid.HasGravity && !gridsWithGravity.Contains(grid.Index))
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{
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DisableGravity(grid);
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}
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else if (!grid.HasGravity && gridsWithGravity.Contains(grid.Index))
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{
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EnableGravity(grid);
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}
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}
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if (_internalTimer > 0.2f)
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{
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ShakeGrids();
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_internalTimer = 0.0f;
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}
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}
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private void EnableGravity(IMapGrid grid)
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{
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grid.HasGravity = true;
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ScheduleGridToShake(grid.Index, ShakeTimes);
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var message = new GravityChangedMessage(grid);
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RaiseLocalEvent(message);
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}
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private void DisableGravity(IMapGrid grid)
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{
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grid.HasGravity = false;
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ScheduleGridToShake(grid.Index, ShakeTimes);
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var message = new GravityChangedMessage(grid);
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RaiseLocalEvent(message);
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}
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private void ScheduleGridToShake(GridId gridId, uint shakeTimes)
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{
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if (!_gridsToShake.Keys.Contains(gridId))
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{
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_gridsToShake.Add(gridId, shakeTimes);
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}
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else
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{
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_gridsToShake[gridId] = shakeTimes;
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}
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// Play the gravity sound
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foreach (var player in _playerManager.GetAllPlayers())
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{
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if (player.AttachedEntity == null
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|| player.AttachedEntity.Transform.GridID != gridId) continue;
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Get<AudioSystem>().PlayFromEntity("/Audio/Effects/alert.ogg", player.AttachedEntity);
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}
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}
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private void ShakeGrids()
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{
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// I have to copy this because C# doesn't allow changing collections while they're
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// getting enumerated.
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var gridsToShake = new Dictionary<GridId, uint>(_gridsToShake);
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foreach (var gridId in _gridsToShake.Keys)
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{
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if (_gridsToShake[gridId] == 0)
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{
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gridsToShake.Remove(gridId);
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continue;
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}
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ShakeGrid(gridId);
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gridsToShake[gridId] -= 1;
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}
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_gridsToShake = gridsToShake;
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}
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private void ShakeGrid(GridId gridId)
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{
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foreach (var player in _playerManager.GetAllPlayers())
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{
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if (player.AttachedEntity == null
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|| player.AttachedEntity.Transform.GridID != gridId
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|| !player.AttachedEntity.TryGetComponent(out CameraRecoilComponent recoil))
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{
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continue;
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}
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recoil.Kick(new Vector2(_random.NextFloat(), _random.NextFloat()) * GravityKick);
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}
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}
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}
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}
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