* basic system with portals & linked ents * hand tele sprites, no impl * hand tele and teleportation works * fancy it up * oog * special case projectiles * predict portal-to-portal teleportation * this stuff * check nullspace * sloth * give to rd instead * i guess this can probably happen * docs
58 lines
2.1 KiB
C#
58 lines
2.1 KiB
C#
using Content.Shared.Interaction.Events;
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using Content.Shared.Teleportation.Components;
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using Content.Shared.Teleportation.Systems;
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using Robust.Server.GameObjects;
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namespace Content.Server.Teleportation;
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/// <summary>
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/// This handles creating portals from a hand teleporter.
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/// </summary>
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public sealed class HandTeleporterSystem : EntitySystem
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{
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[Dependency] private readonly LinkedEntitySystem _link = default!;
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[Dependency] private readonly AudioSystem _audio = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<HandTeleporterComponent, UseInHandEvent>(OnUseInHand);
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}
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private void OnUseInHand(EntityUid uid, HandTeleporterComponent component, UseInHandEvent args)
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{
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if (Deleted(component.FirstPortal))
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component.FirstPortal = null;
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if (Deleted(component.SecondPortal))
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component.SecondPortal = null;
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// Create the first portal.
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if (component.FirstPortal == null && component.SecondPortal == null)
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{
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var timeout = EnsureComp<PortalTimeoutComponent>(args.User);
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timeout.EnteredPortal = null;
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component.FirstPortal = Spawn(component.FirstPortalPrototype, Transform(args.User).Coordinates);
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_audio.PlayPvs(component.NewPortalSound, uid);
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}
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else if (component.SecondPortal == null)
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{
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var timeout = EnsureComp<PortalTimeoutComponent>(args.User);
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timeout.EnteredPortal = null;
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component.SecondPortal = Spawn(component.SecondPortalPrototype, Transform(args.User).Coordinates);
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_link.TryLink(component.FirstPortal!.Value, component.SecondPortal.Value, true);
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_audio.PlayPvs(component.NewPortalSound, uid);
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}
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else
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{
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// Clear both portals
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QueueDel(component.FirstPortal!.Value);
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QueueDel(component.SecondPortal!.Value);
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component.FirstPortal = null;
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component.SecondPortal = null;
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_audio.PlayPvs(component.ClearPortalsSound, uid);
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}
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}
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}
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