* Async Interface * Update Content.Server/GameObjects/Components/Fluids/MopComponent.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Changed the glassbeaker * Update Content.Shared/Interfaces/GameObjects/Components/Interaction/IAfterInteract.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Update Content.Shared/Interfaces/GameObjects/Components/Interaction/IAfterInteract.cs Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> * Interaction system fix * Removed I from the interface * Changed all implementations of the interface I could find * all public void implementation fixed * All built, no errors should remain * Update Resources/Prototypes/Entities/Objects/Specific/chemistry.yml Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/GameObjects/Components/Portal/TeleporterComponent.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/GameObjects/Components/ActionBlocking/HandcuffComponent.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Commit based off Sloth's commentary * Removed the Rag file from the PR * Reverted sloth's commentary changes on the publcity of the function * Injector component properly implemented interface * Update Content.Server/GameObjects/Components/Fluids/MopComponent.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> * Update Content.Server/GameObjects/Components/Fluids/SprayComponent.cs Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: BlueberryShortcake <rubetskoy234@mail.ru> Co-authored-by: Paul Ritter <ritter.paul1@googlemail.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
255 lines
9.4 KiB
C#
255 lines
9.4 KiB
C#
#nullable enable
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using System;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Shared.GameObjects.Components.Portal;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Components.Timers;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timers;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Portal
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{
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[RegisterComponent]
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public class TeleporterComponent : Component, IAfterInteract
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{
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[Dependency] private readonly IServerEntityManager _serverEntityManager = default!;
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[Dependency] private readonly IRobustRandom _spreadRandom = default!;
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// TODO: Look at MapManager.Map for Beacons to get all entities on grid
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public ItemTeleporterState State => _state;
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public override string Name => "ItemTeleporter";
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[ViewVariables] private float _chargeTime;
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[ViewVariables] private float _cooldown;
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[ViewVariables] private int _range;
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[ViewVariables] private ItemTeleporterState _state;
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[ViewVariables] private TeleporterType _teleporterType;
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[ViewVariables] private string _departureSound = "";
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[ViewVariables] private string _arrivalSound = "";
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[ViewVariables] private string? _cooldownSound;
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// If the direct OR random teleport will try to avoid hitting collidables
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[ViewVariables] private bool _avoidCollidable;
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[ViewVariables] private float _portalAliveTime;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _teleporterType, "teleporter_type", TeleporterType.Random);
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serializer.DataField(ref _range, "range", 15);
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serializer.DataField(ref _chargeTime, "charge_time", 0.2f);
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serializer.DataField(ref _cooldown, "cooldown", 2.0f);
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serializer.DataField(ref _avoidCollidable, "avoid_walls", true);
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serializer.DataField(ref _departureSound, "departure_sound", "/Audio/Effects/teleport_departure.ogg");
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serializer.DataField(ref _arrivalSound, "arrival_sound", "/Audio/Effects/teleport_arrival.ogg");
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serializer.DataField(ref _cooldownSound, "cooldown_sound", null);
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serializer.DataField(ref _portalAliveTime, "portal_alive_time", 5.0f); // TODO: Change this to 0 before PR?
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}
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private void SetState(ItemTeleporterState newState)
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{
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if (!Owner.TryGetComponent(out AppearanceComponent? appearance))
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{
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return;
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}
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if (newState == ItemTeleporterState.Cooldown)
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{
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appearance.SetData(TeleporterVisuals.VisualState, TeleporterVisualState.Charging);
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}
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else
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{
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appearance.SetData(TeleporterVisuals.VisualState, TeleporterVisualState.Ready);
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}
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_state = newState;
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}
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async Task IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (_teleporterType == TeleporterType.Directed)
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{
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TryDirectedTeleport(eventArgs.User, eventArgs.ClickLocation.ToMap(Owner.EntityManager));
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}
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if (_teleporterType == TeleporterType.Random)
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{
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TryRandomTeleport(eventArgs.User);
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}
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}
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public void TryDirectedTeleport(IEntity user, MapCoordinates mapCoords)
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{
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// Checks
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if ((user.Transform.WorldPosition - mapCoords.Position).LengthSquared > _range * _range)
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{
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return;
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}
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if (_state == ItemTeleporterState.On)
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{
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return;
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}
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if (_avoidCollidable)
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{
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foreach (var entity in _serverEntityManager.GetEntitiesIntersecting(mapCoords))
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{
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// Added this component to avoid stacking portals and causing shenanigans
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// TODO: Doesn't do a great job of stopping stacking portals for directed
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if (entity.HasComponent<IPhysicsComponent>() || entity.HasComponent<TeleporterComponent>())
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{
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return;
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}
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}
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}
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// Start / Continue
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if (_state == ItemTeleporterState.Off)
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{
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SetState(ItemTeleporterState.Charging);
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// Play charging sound here if you want
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}
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if (_state != ItemTeleporterState.Charging)
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{
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return;
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}
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Owner.SpawnTimer(TimeSpan.FromSeconds(_chargeTime), () => Teleport(user, mapCoords.Position));
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StartCooldown();
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}
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public void StartCooldown()
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{
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SetState(ItemTeleporterState.Cooldown);
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Owner.SpawnTimer(TimeSpan.FromSeconds(_chargeTime + _cooldown), () => SetState(ItemTeleporterState.Off));
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if (_cooldownSound != null)
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{
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var soundPlayer = EntitySystem.Get<AudioSystem>();
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soundPlayer.PlayFromEntity(_cooldownSound, Owner);
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}
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}
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public override void Initialize()
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{
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base.Initialize();
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_state = ItemTeleporterState.Off;
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}
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private bool EmptySpace(IEntity user, Vector2 target)
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{
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// TODO: Check the user's spot? Upside is no stacking TPs but downside is they can't unstuck themselves from walls.
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foreach (var entity in _serverEntityManager.GetEntitiesIntersecting(user.Transform.MapID, target))
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{
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if (entity.HasComponent<IPhysicsComponent>() || entity.HasComponent<PortalComponent>())
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{
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return false;
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}
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}
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return true;
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}
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private Vector2 RandomEmptySpot(IEntity user, int range)
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{
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Vector2 targetVector = user.Transform.Coordinates.Position;
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// Definitely a better way to do this
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foreach (var i in Enumerable.Range(0, 5))
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{
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var randomRange = _spreadRandom.Next(0, range);
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var angle = Angle.FromDegrees(_spreadRandom.Next(0, 359));
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targetVector = user.Transform.Coordinates.Position + angle.ToVec() * randomRange;
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if (EmptySpace(user, targetVector))
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{
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return targetVector;
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}
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if (i == 19)
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{
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return targetVector;
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}
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}
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return targetVector;
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}
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public void TryRandomTeleport(IEntity user)
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{
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// Checks
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if (_state == ItemTeleporterState.On)
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{
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return;
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}
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Vector2 targetVector;
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if (_avoidCollidable)
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{
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targetVector = RandomEmptySpot(user, _range);
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}
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else
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{
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var randomRange = _spreadRandom.Next(0, _range);
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var angle = Angle.FromDegrees(_spreadRandom.Next(0, 359));
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targetVector = user.Transform.Coordinates.Position + angle.ToVec() * randomRange;
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}
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// Start / Continue
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if (_state == ItemTeleporterState.Off)
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{
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SetState(ItemTeleporterState.Charging);
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}
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if (_state != ItemTeleporterState.Charging)
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{
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return;
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}
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// Seemed easier to just start the cd timer at the same time
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Owner.SpawnTimer(TimeSpan.FromSeconds(_chargeTime), () => Teleport(user, targetVector));
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StartCooldown();
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}
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public void Teleport(IEntity user, Vector2 vector)
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{
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// Messy maybe?
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var targetGrid = user.Transform.Coordinates.WithPosition(vector);
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var soundPlayer = EntitySystem.Get<AudioSystem>();
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// If portals use those, otherwise just move em over
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if (_portalAliveTime > 0.0f)
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{
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// Call Delete here as the teleporter should have control over portal longevity
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// Departure portal
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var departurePortal = _serverEntityManager.SpawnEntity("Portal", user.Transform.Coordinates);
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// Arrival portal
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var arrivalPortal = _serverEntityManager.SpawnEntity("Portal", targetGrid);
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if (arrivalPortal.TryGetComponent<PortalComponent>(out var arrivalComponent))
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{
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// Connect.
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arrivalComponent.TryConnectPortal(departurePortal);
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}
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}
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else
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{
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// Departure
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soundPlayer.PlayAtCoords(_departureSound, user.Transform.Coordinates);
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// Arrival
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user.Transform.AttachToGridOrMap();
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user.Transform.WorldPosition = vector;
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soundPlayer.PlayAtCoords(_arrivalSound, user.Transform.Coordinates);
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}
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}
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}
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}
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