90 lines
3.7 KiB
C#
90 lines
3.7 KiB
C#
using Robust.Server.GameObjects;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Controllers;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Content.Server.Physics.Components;
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using Content.Shared.Throwing;
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namespace Content.Server.Physics.Controllers;
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/// <summary>
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/// The entity system responsible for managing <see cref="RandomWalkComponent"/>s.
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/// Handles updating the direction they move in when their cooldown elapses.
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/// </summary>
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internal sealed class RandomWalkController : VirtualController
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{
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#region Dependencies
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly PhysicsSystem _physics = default!;
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#endregion Dependencies
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RandomWalkComponent, ComponentStartup>(OnRandomWalkStartup);
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}
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/// <summary>
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/// Updates the cooldowns of all random walkers.
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/// If each of them is off cooldown it updates their velocity and resets its cooldown.
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/// </summary>
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/// <param name="prediction">??? Not documented anywhere I can see ???</param> // TODO: Document this.
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/// <param name="frameTime">The amount of time that has elapsed since the last time random walk cooldowns were updated.</param>
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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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foreach(var (randomWalk, physics) in EntityManager.EntityQuery<RandomWalkComponent, PhysicsComponent>())
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{
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if (EntityManager.HasComponent<ActorComponent>(randomWalk.Owner)
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|| EntityManager.HasComponent<ThrownItemComponent>(randomWalk.Owner))
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continue;
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var curTime = _timing.CurTime;
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if (randomWalk.NextStepTime <= curTime)
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Update(randomWalk.Owner, randomWalk, physics);
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}
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}
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/// <summary>
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/// Updates the direction and speed a random walker is moving at.
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/// Also resets the random walker's cooldown.
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/// </summary>
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/// <param name="randomWalk">The random walker state.</param>
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/// <param name="physics">The physics body associated with the random walker.</param>
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public void Update(EntityUid uid, RandomWalkComponent? randomWalk = null, PhysicsComponent? physics = null)
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{
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if(!Resolve(uid, ref randomWalk))
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return;
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var curTime = _timing.CurTime;
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randomWalk.NextStepTime = curTime + TimeSpan.FromSeconds(_random.NextDouble(randomWalk.MinStepCooldown.TotalSeconds, randomWalk.MaxStepCooldown.TotalSeconds));
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if(!Resolve(randomWalk.Owner, ref physics))
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return;
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var pushAngle = _random.NextAngle();
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var pushStrength = _random.NextFloat(randomWalk.MinSpeed, randomWalk.MaxSpeed);
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_physics.SetLinearVelocity(uid, physics.LinearVelocity * randomWalk.AccumulatorRatio, body: physics);
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_physics.ApplyLinearImpulse(uid, pushAngle.ToVec() * (pushStrength * physics.Mass), body: physics);
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}
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/// <summary>
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/// Syncs up a random walker step timing when the component starts up.
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/// </summary>
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/// <param name="uid">The uid of the random walker to start up.</param>
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/// <param name="comp">The state of the random walker to start up.</param>
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/// <param name="args">The startup prompt arguments.</param>
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private void OnRandomWalkStartup(EntityUid uid, RandomWalkComponent comp, ComponentStartup args)
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{
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if (comp.StepOnStartup)
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Update(uid, comp);
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else
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comp.NextStepTime = _timing.CurTime + TimeSpan.FromSeconds(_random.NextDouble(comp.MinStepCooldown.TotalSeconds, comp.MaxStepCooldown.TotalSeconds));
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}
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}
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