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