Files
tbd-station-14/Content.Server/GameObjects/EntitySystems/GravitySystem.cs
DrSmugleaf ac3e9bc566 Fix weightlessness status effect appearing only after something checks if an entity is weightless (#2434)
* Revert "Add weightlessness status effect. (#2384)"

This reverts commit 9b751fc079.

* Bring back the icon and status

* Make weightless status track gravity and parent
2020-10-30 01:07:51 +01:00

144 lines
4.6 KiB
C#

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