162 lines
6.0 KiB
C#
162 lines
6.0 KiB
C#
using System.Linq;
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using Content.Shared.Projectiles;
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using Content.Shared.Pulling;
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using Content.Shared.Pulling.Components;
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using Content.Shared.Teleportation.Components;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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namespace Content.Shared.Teleportation.Systems;
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/// <summary>
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/// This handles teleporting entities through portals, and creating new linked portals.
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/// </summary>
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public sealed class PortalSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly INetManager _netMan = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedPullingSystem _pulling = default!;
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private const string PortalFixture = "portalFixture";
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private const string ProjectileFixture = "projectile";
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<PortalComponent, StartCollideEvent>(OnCollide);
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SubscribeLocalEvent<PortalComponent, EndCollideEvent>(OnEndCollide);
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SubscribeLocalEvent<PortalTimeoutComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<PortalTimeoutComponent, ComponentHandleState>(OnHandleState);
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}
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private void OnGetState(EntityUid uid, PortalTimeoutComponent component, ref ComponentGetState args)
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{
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args.State = new PortalTimeoutComponentState(component.EnteredPortal);
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}
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private void OnHandleState(EntityUid uid, PortalTimeoutComponent component, ref ComponentHandleState args)
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{
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if (args.Current is PortalTimeoutComponentState state)
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component.EnteredPortal = state.EnteredPortal;
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}
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private bool ShouldCollide(Fixture our, Fixture other)
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{
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// most non-hard fixtures shouldn't pass through portals, but projectiles are non-hard as well
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// and they should still pass through
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return our.ID == PortalFixture && (other.Hard || other.ID == ProjectileFixture);
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}
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private void OnCollide(EntityUid uid, PortalComponent component, ref StartCollideEvent args)
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{
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if (!ShouldCollide(args.OurFixture, args.OtherFixture))
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return;
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var subject = args.OtherFixture.Body.Owner;
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// best not.
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if (Transform(subject).Anchored)
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return;
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// break pulls before portal enter so we dont break shit
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if (TryComp<SharedPullableComponent>(subject, out var pullable) && pullable.BeingPulled)
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{
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_pulling.TryStopPull(pullable);
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}
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if (TryComp<SharedPullerComponent>(subject, out var pulling)
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&& pulling.Pulling != null && TryComp<SharedPullableComponent>(pulling.Pulling.Value, out var subjectPulling))
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{
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_pulling.TryStopPull(subjectPulling);
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}
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// if they came from another portal, just return and wait for them to exit the portal
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if (HasComp<PortalTimeoutComponent>(subject))
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{
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return;
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}
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if (TryComp<LinkedEntityComponent>(uid, out var link))
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{
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if (!link.LinkedEntities.Any())
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return;
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// client can't predict outside of simple portal-to-portal interactions due to randomness involved
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// --also can't predict if the target doesn't exist on the client / is outside of PVS
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if (_netMan.IsClient)
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{
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var first = link.LinkedEntities.First();
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var exists = Exists(first);
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if (link.LinkedEntities.Count != 1 || !exists || (exists && Transform(first).MapID == MapId.Nullspace))
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return;
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}
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// pick a target and teleport there
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var target = _random.Pick(link.LinkedEntities);
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if (HasComp<PortalComponent>(target))
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{
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// if target is a portal, signal that they shouldn't be immediately portaled back
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var timeout = EnsureComp<PortalTimeoutComponent>(subject);
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timeout.EnteredPortal = uid;
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Dirty(timeout);
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}
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TeleportEntity(uid, subject, Transform(target).Coordinates, target);
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return;
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}
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if (_netMan.IsClient)
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return;
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// no linked entity--teleport randomly
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var randVector = _random.NextVector2(component.MaxRandomRadius);
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var newCoords = Transform(uid).Coordinates.Offset(randVector);
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TeleportEntity(uid, subject, newCoords);
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}
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private void OnEndCollide(EntityUid uid, PortalComponent component, ref EndCollideEvent args)
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{
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if (!ShouldCollide(args.OurFixture, args.OtherFixture))
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return;
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var subject = args.OtherFixture.Body.Owner;
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// if they came from (not us), remove the timeout
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if (TryComp<PortalTimeoutComponent>(subject, out var timeout) && timeout.EnteredPortal != uid)
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{
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RemComp<PortalTimeoutComponent>(subject);
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}
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}
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private void TeleportEntity(EntityUid portal, EntityUid subject, EntityCoordinates target, EntityUid? targetEntity=null,
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PortalComponent? portalComponent = null)
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{
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if (!Resolve(portal, ref portalComponent))
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return;
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var arrivalSound = CompOrNull<PortalComponent>(targetEntity)?.ArrivalSound ?? portalComponent.ArrivalSound;
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var departureSound = portalComponent.DepartureSound;
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// Some special cased stuff: projectiles should stop ignoring shooter when they enter a portal, to avoid
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// stacking 500 bullets in between 2 portals and instakilling people--you'll just hit yourself instead
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// (as expected)
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if (TryComp<ProjectileComponent>(subject, out var projectile))
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{
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projectile.IgnoreShooter = false;
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}
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Transform(subject).Coordinates = target;
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_audio.PlayPredicted(departureSound, portal, subject);
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_audio.PlayPredicted(arrivalSound, subject, subject);
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}
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}
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