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tbd-station-14/Content.Server/GameObjects/Components/Portal/TeleporterComponent.cs
Pieter-Jan Briers c40ac26ced A big hecking chemistry-related refactor. (#3055)
* A big hecking chemistry-related refactor.

Changed SolutionContainerCaps. It now describes "stock" behavior for interacting with solutions that is pre-implemented by SolutionContainerComponent. As such things like syringes do not check it anymore (on themselves) to see "can we remove reagent from ourselves". That's assumed by it... being a syringe.

SolutionContainerCaps now has different flags more accurately describing possible reagent interaction behaviors.

ISolutionInteractionsComponent is the interface that describes the common behaviors like "what happens when injected with a syringe". This is implemented by SolutionContainerComponent but could be implemented by other classes. One notable example that drove me to making this interface was the /vg/station circuit imprinter which splits reagent poured in into its two reservoir beakers. Having this interface allows us to do this "proxying" behavior hack-free. (the hacks in /vg/ code were somewhat dirty...).

PourableComponent has been replaced SolutionTransferComponent. It now describes both give-and-take behavior for the common reagent containers. This is in line with /vg/'s /obj/item/weapon/reagent_containers architecture. "Taking" in this context is ONLY from reagent tanks like fuel tanks.

Oh, should I mention that fuel tanks and such have a proper component now? They do.

Because of this behavioral change, reagent tanks DO NOT have Pourable anymore. Removing from reagent tanks is now in the hands of the item used on them. Welders and fire extinguishers now have code for removing from them. This sounds bad at first but remember that all have quite unique behavior related to this: Welders cause explosions if lit and can ONLY be fueled at fuel tanks. Extinguishers can be filled at any tank, etc... The code for this is also simpler due to ISolutionInteractionsComponent now so...

IAfterInteract now works like IInteractUsing with the Priority levels and "return true to block further handlers" behavior. This was necessary to make extinguishers prioritize taking from tanks over spraying.

Explicitly coded interactions like welders refueling also means they refuse instantly to full now, which they didn't before. And it plays the sound. Etc...

Probably more stuff I'm forgetting.

* Review improvements.
2021-02-04 00:05:31 +11:00

257 lines
9.5 KiB
C#

#nullable enable
using System;
using System.Linq;
using System.Threading.Tasks;
using Content.Shared.GameObjects.Components.Portal;
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.Components.Timers;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
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.Portal
{
[RegisterComponent]
public class TeleporterComponent : Component, IAfterInteract
{
[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;
}
async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
{
if (_teleporterType == TeleporterType.Directed)
{
TryDirectedTeleport(eventArgs.User, eventArgs.ClickLocation.ToMap(Owner.EntityManager));
}
if (_teleporterType == TeleporterType.Random)
{
TryRandomTeleport(eventArgs.User);
}
return true;
}
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<IPhysicsComponent>() || entity.HasComponent<TeleporterComponent>())
{
return;
}
}
}
// Start / Continue
if (_state == ItemTeleporterState.Off)
{
SetState(ItemTeleporterState.Charging);
// Play charging sound here if you want
}
if (_state != ItemTeleporterState.Charging)
{
return;
}
Owner.SpawnTimer(TimeSpan.FromSeconds(_chargeTime), () => Teleport(user, mapCoords.Position));
StartCooldown();
}
public void StartCooldown()
{
SetState(ItemTeleporterState.Cooldown);
Owner.SpawnTimer(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<IPhysicsComponent>() || entity.HasComponent<PortalComponent>())
{
return false;
}
}
return true;
}
private Vector2 RandomEmptySpot(IEntity user, int range)
{
Vector2 targetVector = user.Transform.Coordinates.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.Coordinates.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.Coordinates.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
Owner.SpawnTimer(TimeSpan.FromSeconds(_chargeTime), () => Teleport(user, targetVector));
StartCooldown();
}
public void Teleport(IEntity user, Vector2 vector)
{
// Messy maybe?
var targetGrid = user.Transform.Coordinates.WithPosition(vector);
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.Coordinates);
// Arrival portal
var arrivalPortal = _serverEntityManager.SpawnEntity("Portal", targetGrid);
if (arrivalPortal.TryGetComponent<PortalComponent>(out var arrivalComponent))
{
// Connect.
arrivalComponent.TryConnectPortal(departurePortal);
}
}
else
{
// Departure
soundPlayer.PlayAtCoords(_departureSound, user.Transform.Coordinates);
// Arrival
user.Transform.AttachToGridOrMap();
user.Transform.WorldPosition = vector;
soundPlayer.PlayAtCoords(_arrivalSound, user.Transform.Coordinates);
}
}
}
}