103 lines
4.0 KiB
C#
103 lines
4.0 KiB
C#
using System.Linq;
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using System.Numerics;
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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.Components;
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using Robust.Shared.Physics.Controllers;
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namespace Content.Server.Physics.Controllers;
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/// <summary>
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/// A system which makes its entity chasing another entity with selected component.
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/// </summary>
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public sealed class ChasingWalkSystem : VirtualController
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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private readonly HashSet<Entity<IComponent>> _potentialChaseTargets = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ChasingWalkComponent, MapInitEvent>(OnChasingMapInit);
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}
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private void OnChasingMapInit(EntityUid uid, ChasingWalkComponent component, MapInitEvent args)
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{
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component.NextImpulseTime = _gameTiming.CurTime;
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component.NextChangeVectorTime = _gameTiming.CurTime;
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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<ChasingWalkComponent>();
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while (query.MoveNext(out var uid, out var chasing))
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{
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//Set Velocity to Target
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if (chasing.NextImpulseTime <= _gameTiming.CurTime)
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{
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ForceImpulse(uid, chasing);
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chasing.NextImpulseTime += TimeSpan.FromSeconds(chasing.ImpulseInterval);
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}
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//Change Target
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if (chasing.NextChangeVectorTime <= _gameTiming.CurTime)
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{
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ChangeTarget(uid, chasing);
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var delay = TimeSpan.FromSeconds(_random.NextFloat(chasing.ChangeVectorMinInterval, chasing.ChangeVectorMaxInterval));
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chasing.NextChangeVectorTime += delay;
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}
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}
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}
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private void ChangeTarget(EntityUid uid, ChasingWalkComponent component)
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{
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//We find our coordinates and calculate the radius of the target search.
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var xform = Transform(uid);
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var range = component.MaxChaseRadius;
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var compType = _random.Pick(component.ChasingComponent.Values).Component.GetType();
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_potentialChaseTargets.Clear();
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_lookup.GetEntitiesInRange(compType, _transform.GetMapCoordinates(xform), range, _potentialChaseTargets, LookupFlags.Uncontained);
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//If there are no required components in the radius, don't moving.
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if (_potentialChaseTargets.Count <= 0)
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return;
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//In the case of finding required components, we choose a random one of them and remember its uid.
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component.ChasingEntity = _random.Pick(_potentialChaseTargets).Owner;
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component.Speed = _random.NextFloat(component.MinSpeed, component.MaxSpeed);
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}
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//pushing the entity toward its target
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private void ForceImpulse(EntityUid uid, ChasingWalkComponent component)
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{
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if (Deleted(component.ChasingEntity) || component.ChasingEntity == null)
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{
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ChangeTarget(uid, component);
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return;
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}
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if (!TryComp<PhysicsComponent>(uid, out var physics))
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return;
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//Calculating direction to the target.
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var pos1 = _transform.GetWorldPosition(uid);
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var pos2 = _transform.GetWorldPosition(component.ChasingEntity.Value);
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var delta = pos2 - pos1;
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var speed = delta.Length() > 0 ? delta.Normalized() * component.Speed : Vector2.Zero;
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_physics.SetLinearVelocity(uid, speed);
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_physics.SetBodyStatus(uid, physics, BodyStatus.InAir); //If this is not done, from the explosion up close, the tesla will "Fall" to the ground, and almost stop moving.
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}
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}
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