Files
tbd-station-14/Content.Server/GameObjects/Components/Movement/ServerTeleporterComponent.cs
DrSmugleaf b9196d0a10 Add a test that puts all components on an entity and checks for no exceptions (#1815)
* Add test that puts all components on an entity and checks for no exceptions

Also fix all the exceptions that happened because of this

* Add comments to the test

* Fix nullable errors

* Fix more nullable errors

* More nullable error fixes

* Unignore basic actor component

* Fix more nullable errors

* NULLABLE ERROR

* Add string interpolation

* Merge if checks

* Remove redundant pragma warning disable 649

* Address reviews

* Remove null wrappers around TryGetComponent

* Merge conflict fixes

* APC battery component error fix

* Fix power test

* Fix atmos mapgrid usages
2020-08-22 22:29:20 +02:00

258 lines
9.7 KiB
C#

#nullable enable
using System;
using System.Linq;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
using Robust.Shared.Timers;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Movement
{
[RegisterComponent]
public class ServerTeleporterComponent : Component, IAfterInteract
{
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IServerEntityManager _serverEntityManager = default!;
[Dependency] private readonly IRobustRandom _spreadRandom = default!;
// TODO: Look at MapManager.Map for Beacons to get all entities on grid
public ItemTeleporterState State => _state;
public override string Name => "ItemTeleporter";
[ViewVariables] private float _chargeTime;
[ViewVariables] private float _cooldown;
[ViewVariables] private int _range;
[ViewVariables] private ItemTeleporterState _state;
[ViewVariables] private TeleporterType _teleporterType;
[ViewVariables] private string _departureSound = "";
[ViewVariables] private string _arrivalSound = "";
[ViewVariables] private string? _cooldownSound;
// If the direct OR random teleport will try to avoid hitting collidables
[ViewVariables] private bool _avoidCollidable;
[ViewVariables] private float _portalAliveTime;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _teleporterType, "teleporter_type", TeleporterType.Random);
serializer.DataField(ref _range, "range", 15);
serializer.DataField(ref _chargeTime, "charge_time", 0.2f);
serializer.DataField(ref _cooldown, "cooldown", 2.0f);
serializer.DataField(ref _avoidCollidable, "avoid_walls", true);
serializer.DataField(ref _departureSound, "departure_sound", "/Audio/Effects/teleport_departure.ogg");
serializer.DataField(ref _arrivalSound, "arrival_sound", "/Audio/Effects/teleport_arrival.ogg");
serializer.DataField(ref _cooldownSound, "cooldown_sound", null);
serializer.DataField(ref _portalAliveTime, "portal_alive_time", 5.0f); // TODO: Change this to 0 before PR?
}
private void SetState(ItemTeleporterState newState)
{
if (!Owner.TryGetComponent(out AppearanceComponent? appearance))
{
return;
}
if (newState == ItemTeleporterState.Cooldown)
{
appearance.SetData(TeleporterVisuals.VisualState, TeleporterVisualState.Charging);
}
else
{
appearance.SetData(TeleporterVisuals.VisualState, TeleporterVisualState.Ready);
}
_state = newState;
}
void IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
{
if (_teleporterType == TeleporterType.Directed)
{
TryDirectedTeleport(eventArgs.User, eventArgs.ClickLocation.ToMap(_mapManager));
}
if (_teleporterType == TeleporterType.Random)
{
TryRandomTeleport(eventArgs.User);
}
}
public void TryDirectedTeleport(IEntity user, MapCoordinates mapCoords)
{
// Checks
if ((user.Transform.WorldPosition - mapCoords.Position).LengthSquared > (_range * _range))
{
return;
}
if (_state == ItemTeleporterState.On)
{
return;
}
if (_avoidCollidable)
{
foreach (var entity in _serverEntityManager.GetEntitiesIntersecting(mapCoords))
{
// Added this component to avoid stacking portals and causing shenanigans
// TODO: Doesn't do a great job of stopping stacking portals for directed
if (entity.HasComponent<ICollidableComponent>() || entity.HasComponent<ServerTeleporterComponent>())
{
return;
}
}
}
// Start / Continue
if (_state == ItemTeleporterState.Off)
{
SetState(ItemTeleporterState.Charging);
// Play charging sound here if you want
}
if (_state != ItemTeleporterState.Charging)
{
return;
}
Timer.Spawn(TimeSpan.FromSeconds(_chargeTime), () => Teleport(user, mapCoords.Position));
StartCooldown();
}
public void StartCooldown()
{
SetState(ItemTeleporterState.Cooldown);
Timer.Spawn(TimeSpan.FromSeconds(_chargeTime + _cooldown), () => SetState(ItemTeleporterState.Off));
if (_cooldownSound != null)
{
var soundPlayer = EntitySystem.Get<AudioSystem>();
soundPlayer.PlayFromEntity(_cooldownSound, Owner);
}
}
public override void Initialize()
{
base.Initialize();
_state = ItemTeleporterState.Off;
}
private bool EmptySpace(IEntity user, Vector2 target)
{
// TODO: Check the user's spot? Upside is no stacking TPs but downside is they can't unstuck themselves from walls.
foreach (var entity in _serverEntityManager.GetEntitiesIntersecting(user.Transform.MapID, target))
{
if (entity.HasComponent<ICollidableComponent>() || entity.HasComponent<ServerPortalComponent>())
{
return false;
}
}
return true;
}
private Vector2 RandomEmptySpot(IEntity user, int range)
{
Vector2 targetVector = user.Transform.GridPosition.Position;
// Definitely a better way to do this
foreach (var i in Enumerable.Range(0, 5))
{
var randomRange = _spreadRandom.Next(0, range);
var angle = Angle.FromDegrees(_spreadRandom.Next(0, 359));
targetVector = user.Transform.GridPosition.Position + angle.ToVec() * randomRange;
if (EmptySpace(user, targetVector))
{
return targetVector;
}
if (i == 19)
{
return targetVector;
}
}
return targetVector;
}
public void TryRandomTeleport(IEntity user)
{
// Checks
if (_state == ItemTeleporterState.On)
{
return;
}
Vector2 targetVector;
if (_avoidCollidable)
{
targetVector = RandomEmptySpot(user, _range);
}
else
{
var randomRange = _spreadRandom.Next(0, _range);
var angle = Angle.FromDegrees(_spreadRandom.Next(0, 359));
targetVector = user.Transform.GridPosition.Position + angle.ToVec() * randomRange;
}
// Start / Continue
if (_state == ItemTeleporterState.Off)
{
SetState(ItemTeleporterState.Charging);
}
if (_state != ItemTeleporterState.Charging)
{
return;
}
// Seemed easier to just start the cd timer at the same time
Timer.Spawn(TimeSpan.FromSeconds(_chargeTime), () => Teleport(user, targetVector));
StartCooldown();
}
public void Teleport(IEntity user, Vector2 vector)
{
// Messy maybe?
var targetGrid = new GridCoordinates(vector, user.Transform.GridID);
var soundPlayer = EntitySystem.Get<AudioSystem>();
// If portals use those, otherwise just move em over
if (_portalAliveTime > 0.0f)
{
// Call Delete here as the teleporter should have control over portal longevity
// Departure portal
var departurePortal = _serverEntityManager.SpawnEntity("Portal", user.Transform.GridPosition);
departurePortal.TryGetComponent<ServerPortalComponent>(out var departureComponent);
// Arrival portal
var arrivalPortal = _serverEntityManager.SpawnEntity("Portal", targetGrid);
if (arrivalPortal.TryGetComponent<ServerPortalComponent>(out var arrivalComponent))
{
// Connect. TODO: If the OnUpdate in ServerPortalComponent is changed this may need to change as well.
arrivalComponent.TryConnectPortal(departurePortal);
}
}
else
{
// Departure
soundPlayer.PlayAtCoords(_departureSound, user.Transform.GridPosition);
// Arrival
user.Transform.AttachToGridOrMap();
user.Transform.WorldPosition = vector;
soundPlayer.PlayAtCoords(_arrivalSound, user.Transform.GridPosition);
}
}
}
}