182 lines
6.0 KiB
C#
182 lines
6.0 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Camera;
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using Content.Shared.Gravity;
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using JetBrains.Annotations;
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using Robust.Server.Player;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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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.Player;
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using Robust.Shared.Random;
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namespace Content.Server.Gravity.EntitySystems
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{
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[UsedImplicitly]
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internal sealed class GravitySystem : SharedGravitySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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private const float GravityKick = 100.0f;
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private const uint ShakeTimes = 10;
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private Dictionary<GridId, uint> _gridsToShake = new();
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private float _internalTimer = 0.0f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GravityComponent, ComponentInit>(HandleGravityInitialize);
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SubscribeLocalEvent<GravityGeneratorUpdateEvent>(HandleGeneratorUpdate);
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}
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private void HandleGeneratorUpdate(GravityGeneratorUpdateEvent ev)
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{
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if (ev.GridId == GridId.Invalid) return;
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var gravity = ComponentManager.GetComponent<GravityComponent>(_mapManager.GetGrid(ev.GridId).GridEntityId);
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if (ev.Status == GravityGeneratorStatus.On)
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{
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EnableGravity(gravity);
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}
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else
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{
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DisableGravity(gravity);
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}
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}
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private void HandleGravityInitialize(EntityUid uid, GravityComponent component, ComponentInit args)
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{
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// Incase there's already a generator on the grid we'll just set it now.
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var gridId = component.Owner.Transform.GridID;
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GravityChangedMessage message;
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foreach (var generator in ComponentManager.EntityQuery<GravityGeneratorComponent>(true))
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{
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if (generator.Owner.Transform.GridID == gridId && generator.Status == GravityGeneratorStatus.On)
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{
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component.Enabled = true;
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message = new GravityChangedMessage(gridId, true);
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RaiseLocalEvent(message);
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return;
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}
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}
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component.Enabled = false;
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message = new GravityChangedMessage(gridId, false);
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RaiseLocalEvent(message);
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}
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public override void Update(float frameTime)
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{
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// TODO: Pointless iteration, just make both of these event-based PLEASE
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foreach (var generator in ComponentManager.EntityQuery<GravityGeneratorComponent>(true))
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{
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if (generator.NeedsUpdate)
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{
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generator.UpdateState();
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}
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}
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if (_gridsToShake.Count > 0)
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{
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_internalTimer += frameTime;
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if (_internalTimer > 0.2f)
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{
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// TODO: Could just have clients do this themselves via event and save bandwidth.
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ShakeGrids();
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_internalTimer -= 0.2f;
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}
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}
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else
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{
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_internalTimer = 0.0f;
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}
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}
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private void EnableGravity(GravityComponent comp)
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{
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if (comp.Enabled) return;
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comp.Enabled = true;
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var gridId = comp.Owner.Transform.GridID;
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ScheduleGridToShake(gridId, ShakeTimes);
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var message = new GravityChangedMessage(gridId, true);
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RaiseLocalEvent(message);
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}
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private void DisableGravity(GravityComponent comp)
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{
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if (!comp.Enabled) return;
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comp.Enabled = false;
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var gridId = comp.Owner.Transform.GridID;
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ScheduleGridToShake(gridId, ShakeTimes);
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var message = new GravityChangedMessage(gridId, false);
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RaiseLocalEvent(message);
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}
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private void ScheduleGridToShake(GridId gridId, uint shakeTimes)
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{
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if (!_gridsToShake.Keys.Contains(gridId))
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{
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_gridsToShake.Add(gridId, shakeTimes);
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}
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else
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{
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_gridsToShake[gridId] = shakeTimes;
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}
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// Play the gravity sound
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foreach (var player in _playerManager.GetAllPlayers())
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{
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if (player.AttachedEntity == null
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|| player.AttachedEntity.Transform.GridID != gridId) continue;
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SoundSystem.Play(Filter.Pvs(player.AttachedEntity), "/Audio/Effects/alert.ogg", player.AttachedEntity);
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}
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}
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private void ShakeGrids()
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{
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// I have to copy this because C# doesn't allow changing collections while they're
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// getting enumerated.
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var gridsToShake = new Dictionary<GridId, uint>(_gridsToShake);
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foreach (var gridId in _gridsToShake.Keys)
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{
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if (_gridsToShake[gridId] == 0)
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{
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gridsToShake.Remove(gridId);
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continue;
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}
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ShakeGrid(gridId);
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gridsToShake[gridId] -= 1;
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}
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_gridsToShake = gridsToShake;
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}
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private void ShakeGrid(GridId gridId)
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{
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foreach (var player in _playerManager.GetAllPlayers())
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{
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if (player.AttachedEntity == null
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|| player.AttachedEntity.Transform.GridID != gridId
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|| !player.AttachedEntity.TryGetComponent(out CameraRecoilComponent? recoil))
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{
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continue;
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}
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recoil.Kick(new Vector2(_random.NextFloat(), _random.NextFloat()) * GravityKick);
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}
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}
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}
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}
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