Files
tbd-station-14/Content.Server/Shuttles/Systems/ShuttleSystem.FasterThanLight.cs
Pieter-Jan Briers 3b791459c7 Refactor FTL time tracking code to fix a UI bug (#26538)
The FTL UI on the shuttle console would reset the FTL progress bar every time you open it. This is because the server only sends "time until completion", not a start/end time. The FTL code now uses a separate start/end time so the exact same progress bar can be preserved.

For convenience, I made a StartEndTime record struct that stores the actual tuple. This is now used by the code and has some helpers.
2024-03-30 12:40:55 +11:00

882 lines
30 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using System.Numerics;
using Content.Server.Shuttles.Components;
using Content.Server.Shuttles.Events;
using Content.Server.Station.Events;
using Content.Shared.Body.Components;
using Content.Shared.Buckle.Components;
using Content.Shared.Ghost;
using Content.Shared.Maps;
using Content.Shared.Parallax;
using Content.Shared.Shuttles.Components;
using Content.Shared.Shuttles.Systems;
using Content.Shared.StatusEffect;
using Content.Shared.Timing;
using Content.Shared.Whitelist;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Components;
using Robust.Shared.Collections;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Utility;
using FTLMapComponent = Content.Shared.Shuttles.Components.FTLMapComponent;
namespace Content.Server.Shuttles.Systems;
public sealed partial class ShuttleSystem
{
/*
* This is a way to move a shuttle from one location to another, via an intermediate map for fanciness.
*/
public const float DefaultStartupTime = 5.5f;
public const float DefaultTravelTime = 20f;
public const float DefaultArrivalTime = 5f;
private const float FTLCooldown = 10f;
public const float FTLMassLimit = 300f;
// I'm too lazy to make CVars.
private readonly SoundSpecifier _startupSound = new SoundPathSpecifier("/Audio/Effects/Shuttle/hyperspace_begin.ogg")
{
Params = AudioParams.Default.WithVolume(-5f),
};
private readonly SoundSpecifier _arrivalSound = new SoundPathSpecifier("/Audio/Effects/Shuttle/hyperspace_end.ogg")
{
Params = AudioParams.Default.WithVolume(-5f),
};
private readonly TimeSpan _hyperspaceKnockdownTime = TimeSpan.FromSeconds(5);
/// <summary>
/// Left-side of the station we're allowed to use
/// </summary>
private float _index;
/// <summary>
/// Space between grids within hyperspace.
/// </summary>
private const float Buffer = 5f;
/// <summary>
/// How many times we try to proximity warp close to something before falling back to map-wideAABB.
/// </summary>
private const int FTLProximityIterations = 3;
private readonly HashSet<EntityUid> _lookupEnts = new();
private readonly HashSet<EntityUid> _immuneEnts = new();
private EntityQuery<BodyComponent> _bodyQuery;
private EntityQuery<BuckleComponent> _buckleQuery;
private EntityQuery<FTLBeaconComponent> _beaconQuery;
private EntityQuery<GhostComponent> _ghostQuery;
private EntityQuery<PhysicsComponent> _physicsQuery;
private EntityQuery<StatusEffectsComponent> _statusQuery;
private EntityQuery<TransformComponent> _xformQuery;
private void InitializeFTL()
{
SubscribeLocalEvent<StationPostInitEvent>(OnStationPostInit);
_bodyQuery = GetEntityQuery<BodyComponent>();
_buckleQuery = GetEntityQuery<BuckleComponent>();
_beaconQuery = GetEntityQuery<FTLBeaconComponent>();
_ghostQuery = GetEntityQuery<GhostComponent>();
_physicsQuery = GetEntityQuery<PhysicsComponent>();
_statusQuery = GetEntityQuery<StatusEffectsComponent>();
_xformQuery = GetEntityQuery<TransformComponent>();
}
private void OnStationPostInit(ref StationPostInitEvent ev)
{
// Add all grid maps as ftl destinations that anyone can FTL to.
foreach (var gridUid in ev.Station.Comp.Grids)
{
var gridXform = _xformQuery.GetComponent(gridUid);
if (gridXform.MapUid == null)
{
continue;
}
TryAddFTLDestination(gridXform.MapID, true, out _);
}
}
/// <summary>
/// Ensures the FTL map exists and returns it.
/// </summary>
private EntityUid EnsureFTLMap()
{
var query = AllEntityQuery<FTLMapComponent>();
while (query.MoveNext(out var uid, out _))
{
return uid;
}
var mapId = _mapManager.CreateMap();
var mapUid = _mapManager.GetMapEntityId(mapId);
var ftlMap = AddComp<FTLMapComponent>(mapUid);
_metadata.SetEntityName(mapUid, "FTL");
Log.Debug($"Setup hyperspace map at {mapUid}");
DebugTools.Assert(!_mapManager.IsMapPaused(mapId));
var parallax = EnsureComp<ParallaxComponent>(mapUid);
parallax.Parallax = ftlMap.Parallax;
return mapUid;
}
public StartEndTime GetStateTime(FTLComponent component)
{
var state = component.State;
switch (state)
{
case FTLState.Starting:
case FTLState.Travelling:
case FTLState.Arriving:
case FTLState.Cooldown:
return component.StateTime;
case FTLState.Available:
return default;
default:
throw new NotImplementedException();
}
}
/// <summary>
/// Updates the whitelist for this FTL destination.
/// </summary>
/// <param name="entity"></param>
/// <param name="whitelist"></param>
public void SetFTLWhitelist(Entity<FTLDestinationComponent?> entity, EntityWhitelist? whitelist)
{
if (!Resolve(entity, ref entity.Comp))
return;
if (entity.Comp.Whitelist == whitelist)
return;
entity.Comp.Whitelist = whitelist;
_console.RefreshShuttleConsoles();
Dirty(entity);
}
/// <summary>
/// Adds the target map as available for FTL.
/// </summary>
public bool TryAddFTLDestination(MapId mapId, bool enabled, [NotNullWhen(true)] out FTLDestinationComponent? component)
{
var mapUid = _mapManager.GetMapEntityId(mapId);
component = null;
if (!Exists(mapUid))
return false;
component = EnsureComp<FTLDestinationComponent>(mapUid);
if (component.Enabled == enabled)
return true;
component.Enabled = enabled;
_console.RefreshShuttleConsoles();
Dirty(mapUid, component);
return true;
}
[PublicAPI]
public void RemoveFTLDestination(EntityUid uid)
{
if (!RemComp<FTLDestinationComponent>(uid))
return;
_console.RefreshShuttleConsoles();
}
/// <summary>
/// Returns true if the grid can FTL. Used to block protected shuttles like the emergency shuttle.
/// </summary>
public bool CanFTL(EntityUid shuttleUid, [NotNullWhen(false)] out string? reason)
{
if (HasComp<FTLComponent>(shuttleUid))
{
reason = Loc.GetString("shuttle-console-in-ftl");
return false;
}
if (TryComp(shuttleUid, out PhysicsComponent? shuttlePhysics) && shuttlePhysics.Mass > FTLMassLimit)
{
reason = Loc.GetString("shuttle-console-mass");
return false;
}
if (HasComp<PreventPilotComponent>(shuttleUid))
{
reason = Loc.GetString("shuttle-console-prevent");
return false;
}
var ev = new ConsoleFTLAttemptEvent(shuttleUid, false, string.Empty);
RaiseLocalEvent(shuttleUid, ref ev, true);
if (ev.Cancelled)
{
reason = ev.Reason;
return false;
}
reason = null;
return true;
}
/// <summary>
/// Moves a shuttle from its current position to the target one without any checks. Goes through the hyperspace map while the timer is running.
/// </summary>
public void FTLToCoordinates(
EntityUid shuttleUid,
ShuttleComponent component,
EntityCoordinates coordinates,
Angle angle,
float startupTime = DefaultStartupTime,
float hyperspaceTime = DefaultTravelTime,
string? priorityTag = null)
{
if (!TrySetupFTL(shuttleUid, component, out var hyperspace))
return;
hyperspace.StartupTime = startupTime;
hyperspace.TravelTime = hyperspaceTime;
hyperspace.StateTime = StartEndTime.FromStartDuration(
_gameTiming.CurTime,
TimeSpan.FromSeconds(hyperspace.StartupTime));
hyperspace.TargetCoordinates = coordinates;
hyperspace.TargetAngle = angle;
hyperspace.PriorityTag = priorityTag;
_console.RefreshShuttleConsoles(shuttleUid);
var mapId = coordinates.GetMapId(EntityManager);
var mapUid = _mapManager.GetMapEntityId(mapId);
var ev = new FTLRequestEvent(mapUid);
RaiseLocalEvent(shuttleUid, ref ev, true);
}
/// <summary>
/// Moves a shuttle from its current position to docked on the target one.
/// If no docks are free when FTLing it will arrive in proximity
/// </summary>
public void FTLToDock(
EntityUid shuttleUid,
ShuttleComponent component,
EntityUid target,
float startupTime = DefaultStartupTime,
float hyperspaceTime = DefaultTravelTime,
string? priorityTag = null)
{
if (!TrySetupFTL(shuttleUid, component, out var hyperspace))
return;
var config = _dockSystem.GetDockingConfig(shuttleUid, target, priorityTag);
hyperspace.StartupTime = startupTime;
hyperspace.TravelTime = hyperspaceTime;
hyperspace.StateTime = StartEndTime.FromStartDuration(
_gameTiming.CurTime,
TimeSpan.FromSeconds(hyperspace.StartupTime));
hyperspace.PriorityTag = priorityTag;
_console.RefreshShuttleConsoles(shuttleUid);
// Valid dock for now time so just use that as the target.
if (config != null)
{
hyperspace.TargetCoordinates = config.Coordinates;
hyperspace.TargetAngle = config.Angle;
}
else if (TryGetFTLProximity(shuttleUid, target, out var coords, out var targAngle))
{
hyperspace.TargetCoordinates = coords;
hyperspace.TargetAngle = targAngle;
}
else
{
// FTL back to its own position.
hyperspace.TargetCoordinates = Transform(shuttleUid).Coordinates;
Log.Error($"Unable to FTL grid {ToPrettyString(shuttleUid)} to target properly?");
}
}
private bool TrySetupFTL(EntityUid uid, ShuttleComponent shuttle, [NotNullWhen(true)] out FTLComponent? component)
{
component = null;
if (HasComp<FTLComponent>(uid))
{
Log.Warning($"Tried queuing {ToPrettyString(uid)} which already has {nameof(FTLComponent)}?");
return false;
}
_thruster.DisableLinearThrusters(shuttle);
_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.North);
_thruster.SetAngularThrust(shuttle, false);
_dockSystem.UndockDocks(uid);
component = AddComp<FTLComponent>(uid);
component.State = FTLState.Starting;
var audio = _audio.PlayPvs(_startupSound, uid);
audio.Value.Component.Flags |= AudioFlags.GridAudio;
if (_physicsQuery.TryGetComponent(uid, out var gridPhysics))
{
_transform.SetLocalPosition(audio.Value.Entity, gridPhysics.LocalCenter);
}
// TODO: Play previs here for docking arrival.
// Make sure the map is setup before we leave to avoid pop-in (e.g. parallax).
EnsureFTLMap();
return true;
}
/// <summary>
/// Transitions shuttle to FTL map.
/// </summary>
private void UpdateFTLStarting(Entity<FTLComponent, ShuttleComponent> entity)
{
var uid = entity.Owner;
var comp = entity.Comp1;
var xform = _xformQuery.GetComponent(entity);
DoTheDinosaur(xform);
comp.State = FTLState.Travelling;
var fromMapUid = xform.MapUid;
var fromMatrix = _transform.GetWorldMatrix(xform);
var fromRotation = _transform.GetWorldRotation(xform);
var width = Comp<MapGridComponent>(uid).LocalAABB.Width;
var ftlMap = EnsureFTLMap();
var body = _physicsQuery.GetComponent(entity);
var shuttleCenter = body.LocalCenter;
// Offset the start by buffer range just to avoid overlap.
var ftlStart = new EntityCoordinates(ftlMap, new Vector2(_index + width / 2f, 0f) - shuttleCenter);
_transform.SetCoordinates(entity.Owner, ftlStart);
// Reset rotation so they always face the same direction.
xform.LocalRotation = Angle.Zero;
_index += width + Buffer;
comp.StateTime = StartEndTime.FromCurTime(_gameTiming, comp.TravelTime - DefaultArrivalTime);
Enable(uid, component: body);
_physics.SetLinearVelocity(uid, new Vector2(0f, 20f), body: body);
_physics.SetAngularVelocity(uid, 0f, body: body);
_physics.SetLinearDamping(uid, body, 0f);
_physics.SetAngularDamping(uid, body, 0f);
_dockSystem.SetDockBolts(uid, true);
_console.RefreshShuttleConsoles(uid);
var ev = new FTLStartedEvent(uid, comp.TargetCoordinates, fromMapUid, fromMatrix, fromRotation);
RaiseLocalEvent(uid, ref ev, true);
// Audio
var wowdio = _audio.PlayPvs(comp.TravelSound, uid);
comp.TravelStream = wowdio?.Entity;
if (wowdio?.Component != null)
{
wowdio.Value.Component.Flags |= AudioFlags.GridAudio;
if (_physicsQuery.TryGetComponent(uid, out var gridPhysics))
{
_transform.SetLocalPosition(wowdio.Value.Entity, gridPhysics.LocalCenter);
}
}
}
/// <summary>
/// Shuttle arriving.
/// </summary>
private void UpdateFTLTravelling(Entity<FTLComponent, ShuttleComponent> entity)
{
var shuttle = entity.Comp2;
var comp = entity.Comp1;
comp.StateTime = StartEndTime.FromCurTime(_gameTiming, DefaultArrivalTime);
comp.State = FTLState.Arriving;
// TODO: Arrival effects
// For now we'll just use the ss13 bubbles but we can do fancier.
_thruster.DisableLinearThrusters(shuttle);
_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.South);
_console.RefreshShuttleConsoles(entity.Owner);
}
/// <summary>
/// Shuttle arrived.
/// </summary>
private void UpdateFTLArriving(Entity<FTLComponent, ShuttleComponent> entity)
{
var uid = entity.Owner;
var xform = _xformQuery.GetComponent(uid);
var body = _physicsQuery.GetComponent(uid);
var comp = entity.Comp1;
DoTheDinosaur(xform);
_dockSystem.SetDockBolts(entity, false);
_physics.SetLinearVelocity(uid, Vector2.Zero, body: body);
_physics.SetAngularVelocity(uid, 0f, body: body);
_physics.SetLinearDamping(uid, body, entity.Comp2.LinearDamping);
_physics.SetAngularDamping(uid, body, entity.Comp2.AngularDamping);
var target = entity.Comp1.TargetCoordinates;
MapId mapId;
if (!Exists(entity.Comp1.TargetCoordinates.EntityId))
{
// Uhh good luck
// Pick earliest map?
var maps = EntityQuery<MapComponent>().Select(o => o.MapId).ToList();
var map = maps.Min(o => o.GetHashCode());
mapId = new MapId(map);
TryFTLProximity(uid, _mapManager.GetMapEntityId(mapId));
}
// Docking FTL
else if (HasComp<MapGridComponent>(target.EntityId) &&
!HasComp<MapComponent>(target.EntityId))
{
var config = _dockSystem.GetDockingConfigAt(uid, target.EntityId, target, entity.Comp1.TargetAngle);
var mapCoordinates = _transform.ToMapCoordinates(target);
// Couldn't dock somehow so just fallback to regular position FTL.
if (config == null)
{
TryFTLProximity(uid, target.EntityId);
}
else
{
FTLDock((uid, xform), config);
}
mapId = mapCoordinates.MapId;
}
// Position ftl
else
{
mapId = target.GetMapId(EntityManager);
_transform.SetCoordinates(uid, xform, target, rotation: entity.Comp1.TargetAngle);
}
if (_physicsQuery.TryGetComponent(uid, out body))
{
_physics.SetLinearVelocity(uid, Vector2.Zero, body: body);
_physics.SetAngularVelocity(uid, 0f, body: body);
// Disable shuttle if it's on a planet; unfortunately can't do this in parent change messages due
// to event ordering and awake body shenanigans (at least for now).
if (HasComp<MapGridComponent>(xform.MapUid))
{
Disable(uid, component: body);
}
else
{
Enable(uid, component: body, shuttle: entity.Comp2);
}
}
_thruster.DisableLinearThrusters(entity.Comp2);
comp.TravelStream = _audio.Stop(comp.TravelStream);
var audio = _audio.PlayPvs(_arrivalSound, uid);
audio.Value.Component.Flags |= AudioFlags.GridAudio;
// TODO: Shitcode til engine fix
if (_physicsQuery.TryGetComponent(uid, out var gridPhysics))
{
_transform.SetLocalPosition(audio.Value.Entity, gridPhysics.LocalCenter);
}
if (TryComp<FTLDestinationComponent>(uid, out var dest))
{
dest.Enabled = true;
}
comp.State = FTLState.Cooldown;
comp.StateTime = StartEndTime.FromCurTime(_gameTiming, FTLCooldown);
_console.RefreshShuttleConsoles(uid);
_mapManager.SetMapPaused(mapId, false);
Smimsh(uid, xform: xform);
var ftlEvent = new FTLCompletedEvent(uid, _mapManager.GetMapEntityId(mapId));
RaiseLocalEvent(uid, ref ftlEvent, true);
}
private void UpdateFTLCooldown(Entity<FTLComponent, ShuttleComponent> entity)
{
RemCompDeferred<FTLComponent>(entity);
_console.RefreshShuttleConsoles(entity);
}
private void UpdateHyperspace()
{
var curTime = _gameTiming.CurTime;
var query = EntityQueryEnumerator<FTLComponent, ShuttleComponent>();
while (query.MoveNext(out var uid, out var comp, out var shuttle))
{
if (curTime < comp.StateTime.End)
continue;
var entity = (uid, comp, shuttle);
switch (comp.State)
{
// Startup time has elapsed and in hyperspace.
case FTLState.Starting:
UpdateFTLStarting(entity);
break;
// Arriving, play effects
case FTLState.Travelling:
UpdateFTLTravelling(entity);
break;
// Arrived
case FTLState.Arriving:
UpdateFTLArriving(entity);
break;
case FTLState.Cooldown:
UpdateFTLCooldown(entity);
break;
default:
Log.Error($"Found invalid FTL state {comp.State} for {uid}");
RemCompDeferred<FTLComponent>(uid);
break;
}
}
}
private float GetSoundRange(EntityUid uid)
{
if (!TryComp<MapGridComponent>(uid, out var grid))
return 4f;
return MathF.Max(grid.LocalAABB.Width, grid.LocalAABB.Height) + 12.5f;
}
/// <summary>
/// Puts everyone unbuckled on the floor, paralyzed.
/// </summary>
private void DoTheDinosaur(TransformComponent xform)
{
// Get enumeration exceptions from people dropping things if we just paralyze as we go
var toKnock = new ValueList<EntityUid>();
KnockOverKids(xform, ref toKnock);
TryComp<MapGridComponent>(xform.GridUid, out var grid);
if (TryComp<PhysicsComponent>(xform.GridUid, out var shuttleBody))
{
foreach (var child in toKnock)
{
if (!_statusQuery.TryGetComponent(child, out var status))
continue;
_stuns.TryParalyze(child, _hyperspaceKnockdownTime, true, status);
// If the guy we knocked down is on a spaced tile, throw them too
if (grid != null)
TossIfSpaced(grid, shuttleBody, child);
}
}
}
private void KnockOverKids(TransformComponent xform, ref ValueList<EntityUid> toKnock)
{
// Not recursive because probably not necessary? If we need it to be that's why this method is separate.
var childEnumerator = xform.ChildEnumerator;
while (childEnumerator.MoveNext(out var child))
{
if (!_buckleQuery.TryGetComponent(child, out var buckle) || buckle.Buckled)
continue;
toKnock.Add(child);
}
}
/// <summary>
/// Throws people who are standing on a spaced tile, tries to throw them towards a neighbouring space tile
/// </summary>
private void TossIfSpaced(MapGridComponent shuttleGrid, PhysicsComponent shuttleBody, EntityUid tossed)
{
if (!_xformQuery.TryGetComponent(tossed, out var childXform) )
return;
// only toss if its on lattice/space
var tile = shuttleGrid.GetTileRef(childXform.Coordinates);
if (!tile.IsSpace(_tileDefManager))
return;
var throwDirection = childXform.LocalPosition - shuttleBody.LocalCenter;
if (throwDirection == Vector2.Zero)
return;
_throwing.TryThrow(tossed, throwDirection.Normalized() * 10.0f, 50.0f);
}
/// <summary>
/// Tries to dock with the target grid, otherwise falls back to proximity.
/// This bypasses FTL travel time.
/// </summary>
public bool TryFTLDock(EntityUid shuttleUid, ShuttleComponent component, EntityUid targetUid, string? priorityTag = null)
{
if (!_xformQuery.TryGetComponent(shuttleUid, out var shuttleXform) ||
!_xformQuery.TryGetComponent(targetUid, out var targetXform) ||
targetXform.MapUid == null ||
!targetXform.MapUid.Value.IsValid())
{
return false;
}
var config = _dockSystem.GetDockingConfig(shuttleUid, targetUid, priorityTag);
if (config != null)
{
FTLDock((shuttleUid, shuttleXform), config);
return true;
}
TryFTLProximity(shuttleUid, targetUid, shuttleXform, targetXform);
return false;
}
/// <summary>
/// Forces an FTL dock.
/// </summary>
public void FTLDock(Entity<TransformComponent> shuttle, DockingConfig config)
{
// Set position
var mapCoordinates = _transform.ToMapCoordinates(config.Coordinates);
var mapUid = _mapManager.GetMapEntityId(mapCoordinates.MapId);
_transform.SetCoordinates(shuttle.Owner, shuttle.Comp, new EntityCoordinates(mapUid, mapCoordinates.Position), rotation: config.Angle);
// Connect everything
foreach (var (dockAUid, dockBUid, dockA, dockB) in config.Docks)
{
_dockSystem.Dock((dockAUid, dockA), (dockBUid, dockB));
}
}
/// <summary>
/// Tries to get the target position to FTL near to another grid.
/// </summary>
private bool TryGetFTLProximity(EntityUid shuttleUid, EntityUid targetUid,
out EntityCoordinates coordinates, out Angle angle,
TransformComponent? xform = null, TransformComponent? targetXform = null)
{
coordinates = EntityCoordinates.Invalid;
angle = Angle.Zero;
if (!Resolve(targetUid, ref targetXform) ||
targetXform.MapUid == null ||
!targetXform.MapUid.Value.IsValid() ||
!Resolve(shuttleUid, ref xform))
{
return false;
}
var xformQuery = GetEntityQuery<TransformComponent>();
var shuttleAABB = Comp<MapGridComponent>(shuttleUid).LocalAABB;
Box2 targetLocalAABB;
// Spawn nearby.
// We essentially expand the Box2 of the target area until nothing else is added then we know it's valid.
// Can't just get an AABB of every grid as we may spawn very far away.
if (TryComp<MapGridComponent>(targetXform.GridUid, out var targetGrid))
{
targetLocalAABB = targetGrid.LocalAABB;
}
else
{
targetLocalAABB = new Box2();
}
var targetAABB = _transform.GetWorldMatrix(targetXform, xformQuery)
.TransformBox(targetLocalAABB).Enlarged(shuttleAABB.Size.Length());
var nearbyGrids = new HashSet<EntityUid>();
var iteration = 0;
var lastCount = nearbyGrids.Count;
var mapId = targetXform.MapID;
var grids = new List<Entity<MapGridComponent>>();
while (iteration < FTLProximityIterations)
{
grids.Clear();
_mapManager.FindGridsIntersecting(mapId, targetAABB, ref grids);
foreach (var grid in grids)
{
if (!nearbyGrids.Add(grid))
continue;
targetAABB = targetAABB.Union(_transform.GetWorldMatrix(grid, xformQuery)
.TransformBox(Comp<MapGridComponent>(grid).LocalAABB));
}
// Can do proximity
if (nearbyGrids.Count == lastCount)
{
break;
}
targetAABB = targetAABB.Enlarged(shuttleAABB.Size.Length() / 2f);
iteration++;
lastCount = nearbyGrids.Count;
// Mishap moment, dense asteroid field or whatever
if (iteration != FTLProximityIterations)
continue;
var query = AllEntityQuery<MapGridComponent>();
while (query.MoveNext(out var uid, out var grid))
{
// Don't add anymore as it is irrelevant, but that doesn't mean we need to re-do existing work.
if (nearbyGrids.Contains(uid))
continue;
targetAABB = targetAABB.Union(_transform.GetWorldMatrix(uid, xformQuery)
.TransformBox(Comp<MapGridComponent>(uid).LocalAABB));
}
break;
}
Vector2 spawnPos;
if (TryComp<PhysicsComponent>(shuttleUid, out var shuttleBody))
{
_physics.SetLinearVelocity(shuttleUid, Vector2.Zero, body: shuttleBody);
_physics.SetAngularVelocity(shuttleUid, 0f, body: shuttleBody);
}
// TODO: This is pretty crude for multiple landings.
if (nearbyGrids.Count > 1 || !HasComp<MapComponent>(targetXform.GridUid))
{
var minRadius = (MathF.Max(targetAABB.Width, targetAABB.Height) + MathF.Max(shuttleAABB.Width, shuttleAABB.Height)) / 2f;
spawnPos = targetAABB.Center + _random.NextVector2(minRadius, minRadius + 64f);
}
else if (shuttleBody != null)
{
var (targetPos, targetRot) = _transform.GetWorldPositionRotation(targetXform, xformQuery);
var transform = new Transform(targetPos, targetRot);
spawnPos = Robust.Shared.Physics.Transform.Mul(transform, -shuttleBody.LocalCenter);
}
else
{
spawnPos = _transform.GetWorldPosition(targetXform, xformQuery);
}
if (!HasComp<MapComponent>(targetXform.GridUid))
{
angle = _random.NextAngle();
}
else
{
angle = Angle.Zero;
}
coordinates = new EntityCoordinates(targetXform.MapUid.Value, spawnPos);
return true;
}
/// <summary>
/// Tries to arrive nearby without overlapping with other grids.
/// </summary>
public bool TryFTLProximity(EntityUid shuttleUid, EntityUid targetUid, TransformComponent? xform = null, TransformComponent? targetXform = null)
{
if (!Resolve(targetUid, ref targetXform) ||
targetXform.MapUid == null ||
!targetXform.MapUid.Value.IsValid() ||
!Resolve(shuttleUid, ref xform))
{
return false;
}
if (!TryGetFTLProximity(shuttleUid, targetUid, out var coords, out var angle, xform, targetXform))
return false;
_transform.SetCoordinates(shuttleUid, xform, coords, rotation: angle);
return true;
}
/// <summary>
/// Flattens / deletes everything under the grid upon FTL.
/// </summary>
private void Smimsh(EntityUid uid, FixturesComponent? manager = null, MapGridComponent? grid = null, TransformComponent? xform = null)
{
if (!Resolve(uid, ref manager, ref grid, ref xform) || xform.MapUid == null)
return;
// Flatten anything not parented to a grid.
var transform = _physics.GetPhysicsTransform(uid, xform);
var aabbs = new List<Box2>(manager.Fixtures.Count);
var tileSet = new List<(Vector2i, Tile)>();
foreach (var fixture in manager.Fixtures.Values)
{
if (!fixture.Hard)
continue;
var aabb = fixture.Shape.ComputeAABB(transform, 0);
// Shift it slightly
aabb = aabb.Translated(-grid.TileSizeHalfVector);
// Create a small border around it.
aabb = aabb.Enlarged(0.2f);
aabbs.Add(aabb);
// Handle clearing biome stuff as relevant.
tileSet.Clear();
_biomes.ReserveTiles(xform.MapUid.Value, aabb, tileSet);
_lookupEnts.Clear();
_immuneEnts.Clear();
_lookup.GetEntitiesIntersecting(xform.MapUid.Value, aabb, _lookupEnts, LookupFlags.Uncontained);
foreach (var ent in _lookupEnts)
{
if (ent == uid || _immuneEnts.Contains(ent))
{
continue;
}
if (_ghostQuery.HasComponent(ent) || _beaconQuery.HasComponent(ent))
{
continue;
}
if (_bodyQuery.TryGetComponent(ent, out var mob))
{
var gibs = _bobby.GibBody(ent, body: mob);
_immuneEnts.UnionWith(gibs);
continue;
}
if (HasComp<FTLBeaconComponent>(ent))
continue;
QueueDel(ent);
}
}
var ev = new ShuttleFlattenEvent(xform.MapUid.Value, aabbs);
RaiseLocalEvent(ref ev);
}
}