Files
tbd-station-14/Content.Server/Pointing/EntitySystems/RoguePointingSystem.cs
Leon Friedrich 56168e592e Explosion refactor (#5230)
* Explosions

* fix yaml typo

and prevent silly UI inputs

* oop

* Use modified contains() checks

And remove IEnumerable

* Buff nuke, nerf meteors

* optimize the entity lookup stuff a bit

* fix tile (0,0) error

forgot to do an initial Enumerator.MoveNext(), so the first tile was always the "null" tile.

* remove celebration

* byte -> int

* remove diag edge tile dict

* fix one bug

but there is another

* fix the other bug

turns out dividing a ushort leads to rounding errors.  Why TF is the grid tile size even a ushort in the first place.

* improve edge map

* fix minor bug

If the initial-explosion tile had an airtight entity on it, the tile was processed twice.

* some reviews (transform queries, eye.mapid, and tilesizes in overlays)

* Apply suggestions from code review

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>

* is map paused

* GetAllTiles ignores space by default

* WriteLine -> WriteError

* First -> FirstOrDefault()

* default prototype const string

* entity query

* misc review changes

* grid edge max distance

* fix fire texture defn

bad use of type serializer and ioc-resolves

* Remove ExplosionLaunched

And allow nukes to throw items towards the outer part of an explosion

* no hot-reload disclaimer

* replace prototype id string with int index

* optimise damage a tiiiiny bit.

* entity queries

* comments

* misc mirror comments

* cvars

* admin logs

* move intensity-per-state to prototype

* update tile event to ECS event

* git mv

* Tweak rpg & minibomb

also fix merge bug

* you don't exist anymore go away

* Fix build

Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
2022-03-31 21:39:26 -05:00

110 lines
4.1 KiB
C#

using System.Linq;
using Content.Server.Explosion.EntitySystems;
using Content.Server.Pointing.Components;
using Content.Shared.MobState.Components;
using Content.Shared.Pointing.Components;
using JetBrains.Annotations;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Player;
using Robust.Shared.Random;
using DrawDepth = Content.Shared.DrawDepth.DrawDepth;
namespace Content.Server.Pointing.EntitySystems
{
[UsedImplicitly]
internal sealed class RoguePointingSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ExplosionSystem _explosion = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<RoguePointingArrowComponent, ComponentStartup>(OnStartup);
}
private void OnStartup(EntityUid uid, RoguePointingArrowComponent component, ComponentStartup args)
{
if (EntityManager.TryGetComponent(uid, out SpriteComponent? sprite))
{
sprite.DrawDepth = (int) DrawDepth.Overlays;
}
}
private EntityUid? RandomNearbyPlayer(EntityUid uid, RoguePointingArrowComponent? component = null, TransformComponent? transform = null)
{
if (!Resolve(uid, ref component, ref transform))
return null;
var players = Filter.Empty()
.AddPlayersByPvs(transform.MapPosition)
.RemoveWhereAttachedEntity(euid => !EntityManager.TryGetComponent(euid, out MobStateComponent? mobStateComponent) || mobStateComponent.IsDead())
.Recipients
.ToArray();
return players.Length != 0
? _random.Pick(players).AttachedEntity
: null;
}
private void UpdateAppearance(EntityUid uid, RoguePointingArrowComponent? component = null, TransformComponent? transform = null, AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref component, ref transform, ref appearance) || component.Chasing == null)
return;
appearance.SetData(RoguePointingArrowVisuals.Rotation, transform.LocalRotation.Degrees);
}
public override void Update(float frameTime)
{
foreach (var (component, transform) in EntityManager.EntityQuery<RoguePointingArrowComponent, TransformComponent>())
{
var uid = component.Owner;
component.Chasing ??= RandomNearbyPlayer(uid, component, transform);
if (component.Chasing is not {Valid: true} chasing)
{
EntityManager.QueueDeleteEntity(uid);
return;
}
component.TurningDelay -= frameTime;
if (component.TurningDelay > 0)
{
var difference = EntityManager.GetComponent<TransformComponent>(chasing).WorldPosition - transform.WorldPosition;
var angle = difference.ToAngle();
var adjusted = angle.Degrees + 90;
var newAngle = Angle.FromDegrees(adjusted);
transform.LocalRotation = newAngle;
UpdateAppearance(uid, component, transform);
return;
}
transform.WorldRotation += Angle.FromDegrees(20);
UpdateAppearance(uid, component, transform);
var toChased = EntityManager.GetComponent<TransformComponent>(chasing).WorldPosition - transform.WorldPosition;
transform.WorldPosition += toChased * frameTime * component.ChasingSpeed;
component.ChasingTime -= frameTime;
if (component.ChasingTime > 0)
{
return;
}
_explosion.QueueExplosion(uid, ExplosionSystem.DefaultExplosionPrototypeId, 50, 3, 10);
EntityManager.QueueDeleteEntity(uid);
}
}
}
}