502 lines
18 KiB
C#
502 lines
18 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Server.Buckle.Components;
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using Content.Server.Doors.Components;
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using Content.Server.Doors.Systems;
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using Content.Server.Shuttles.Components;
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using Content.Server.Station.Systems;
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using Content.Server.Stunnable;
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using Content.Shared.Shuttles.Systems;
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using Content.Shared.Sound;
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using Content.Shared.StatusEffect;
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using Robust.Shared.Audio;
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using Robust.Shared.Collections;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Utility;
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namespace Content.Server.Shuttles.Systems;
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public sealed partial class ShuttleSystem
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{
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/*
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* This is a way to move a shuttle from one location to another, via an intermediate map for fanciness.
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*/
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[Dependency] private readonly DoorSystem _doors = default!;
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[Dependency] private readonly ShuttleConsoleSystem _console = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly StunSystem _stuns = default!;
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[Dependency] private readonly ThrusterSystem _thruster = default!;
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private MapId? _hyperSpaceMap;
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private const float DefaultStartupTime = 5.5f;
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private const float DefaultTravelTime = 30f;
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private const float DefaultArrivalTime = 5f;
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private const float FTLCooldown = 30f;
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private const float ShuttleFTLRange = 100f;
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/// <summary>
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/// Minimum mass a grid needs to be to block a shuttle recall.
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/// </summary>
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private const float ShuttleFTLMassThreshold = 300f;
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// I'm too lazy to make CVars.
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private readonly SoundSpecifier _startupSound = new SoundPathSpecifier("/Audio/Effects/Shuttle/hyperspace_begin.ogg");
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// private SoundSpecifier _travelSound = new SoundPathSpecifier();
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private readonly SoundSpecifier _arrivalSound = new SoundPathSpecifier("/Audio/Effects/Shuttle/hyperspace_end.ogg");
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private readonly TimeSpan _hyperspaceKnockdownTime = TimeSpan.FromSeconds(5);
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/// Left-side of the station we're allowed to use
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private float _index;
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/// <summary>
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/// Space between grids within hyperspace.
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/// </summary>
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private const float Buffer = 5f;
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/// <summary>
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/// How many times we try to proximity warp close to something before falling back to map-wideAABB.
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/// </summary>
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private const int FTLProximityIterations = 3;
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private void InitializeFTL()
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{
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SubscribeLocalEvent<StationGridAddedEvent>(OnStationGridAdd);
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SubscribeLocalEvent<FTLDestinationComponent, EntityPausedEvent>(OnDestinationPause);
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}
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private void OnDestinationPause(EntityUid uid, FTLDestinationComponent component, EntityPausedEvent args)
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{
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_console.RefreshShuttleConsoles();
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}
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private void OnStationGridAdd(StationGridAddedEvent ev)
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{
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if (TryComp<PhysicsComponent>(ev.GridId, out var body) && body.Mass > 500f)
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{
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AddFTLDestination(ev.GridId, true);
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}
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}
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public bool CanFTL(EntityUid? uid, [NotNullWhen(false)] out string? reason, TransformComponent? xform = null)
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{
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reason = null;
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if (!TryComp<IMapGridComponent>(uid, out var grid) ||
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!Resolve(uid.Value, ref xform)) return true;
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var bounds = grid.Grid.WorldAABB.Enlarged(ShuttleFTLRange);
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var bodyQuery = GetEntityQuery<PhysicsComponent>();
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foreach (var other in _mapManager.FindGridsIntersecting(xform.MapID, bounds))
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{
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if (grid.GridIndex == other.Index ||
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!bodyQuery.TryGetComponent(other.GridEntityId, out var body) ||
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body.Mass < ShuttleFTLMassThreshold) continue;
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reason = Loc.GetString("shuttle-console-proximity");
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return false;
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}
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return true;
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}
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/// <summary>
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/// Adds a target for hyperspace to every shuttle console.
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/// </summary>
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public FTLDestinationComponent AddFTLDestination(EntityUid uid, bool enabled)
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{
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if (TryComp<FTLDestinationComponent>(uid, out var destination) && destination.Enabled == enabled) return destination;
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destination = EnsureComp<FTLDestinationComponent>(uid);
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if (HasComp<FTLComponent>(uid))
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{
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enabled = false;
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}
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destination.Enabled = enabled;
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_console.RefreshShuttleConsoles();
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return destination;
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}
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public void RemoveFTLDestination(EntityUid uid)
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{
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if (!RemComp<FTLDestinationComponent>(uid)) return;
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_console.RefreshShuttleConsoles();
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}
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/// <summary>
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/// Moves a shuttle from its current position to the target one. Goes through the hyperspace map while the timer is running.
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/// </summary>
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public void FTLTravel(ShuttleComponent component,
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EntityCoordinates coordinates,
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float startupTime = DefaultStartupTime,
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float hyperspaceTime = DefaultTravelTime)
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{
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if (!TrySetupFTL(component, out var hyperspace))
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return;
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hyperspace.StartupTime = startupTime;
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hyperspace.TravelTime = hyperspaceTime;
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hyperspace.Accumulator = hyperspace.StartupTime;
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hyperspace.TargetCoordinates = coordinates;
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hyperspace.Dock = false;
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_console.RefreshShuttleConsoles();
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}
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/// <summary>
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/// Moves a shuttle from its current position to docked on the target one. Goes through the hyperspace map while the timer is running.
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/// </summary>
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public void FTLTravel(ShuttleComponent component,
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EntityUid target,
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float startupTime = DefaultStartupTime,
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float hyperspaceTime = DefaultTravelTime,
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bool dock = false)
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{
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if (!TrySetupFTL(component, out var hyperspace))
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return;
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hyperspace.State = FTLState.Starting;
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hyperspace.StartupTime = startupTime;
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hyperspace.TravelTime = hyperspaceTime;
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hyperspace.Accumulator = hyperspace.StartupTime;
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hyperspace.TargetUid = target;
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hyperspace.Dock = dock;
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_console.RefreshShuttleConsoles();
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}
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private bool TrySetupFTL(ShuttleComponent shuttle, [NotNullWhen(true)] out FTLComponent? component)
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{
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var uid = shuttle.Owner;
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component = null;
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if (HasComp<FTLComponent>(uid))
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{
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_sawmill.Warning($"Tried queuing {ToPrettyString(uid)} which already has HyperspaceComponent?");
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return false;
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}
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if (TryComp<FTLDestinationComponent>(uid, out var dest))
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{
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dest.Enabled = false;
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}
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_thruster.DisableLinearThrusters(shuttle);
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_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.North);
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_thruster.SetAngularThrust(shuttle, false);
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// TODO: Maybe move this to docking instead?
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SetDocks(uid, false);
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component = AddComp<FTLComponent>(uid);
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// TODO: Need BroadcastGrid to not be bad.
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SoundSystem.Play(_startupSound.GetSound(), Filter.Empty().AddInRange(Transform(uid).MapPosition, GetSoundRange(component.Owner)), _startupSound.Params);
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return true;
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}
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private void UpdateHyperspace(float frameTime)
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{
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foreach (var comp in EntityQuery<FTLComponent>())
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{
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comp.Accumulator -= frameTime;
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if (comp.Accumulator > 0f) continue;
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var xform = Transform(comp.Owner);
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PhysicsComponent? body;
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ShuttleComponent? shuttle;
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switch (comp.State)
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{
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// Startup time has elapsed and in hyperspace.
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case FTLState.Starting:
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DoTheDinosaur(xform);
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comp.State = FTLState.Travelling;
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SetupHyperspace();
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var width = Comp<IMapGridComponent>(comp.Owner).Grid.LocalAABB.Width;
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xform.Coordinates = new EntityCoordinates(_mapManager.GetMapEntityId(_hyperSpaceMap!.Value), new Vector2(_index + width / 2f, 0f));
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xform.LocalRotation = Angle.Zero;
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_index += width + Buffer;
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comp.Accumulator += comp.TravelTime - DefaultArrivalTime;
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if (TryComp(comp.Owner, out body))
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{
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body.LinearVelocity = new Vector2(0f, 20f);
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body.AngularVelocity = 0f;
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body.LinearDamping = 0f;
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body.AngularDamping = 0f;
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}
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if (comp.TravelSound != null)
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{
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comp.TravelStream = SoundSystem.Play(comp.TravelSound.GetSound(),
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Filter.Pvs(comp.Owner, 4f, entityManager: EntityManager), comp.TravelSound.Params);
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}
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SetDockBolts(comp.Owner, true);
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_console.RefreshShuttleConsoles(comp.Owner);
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break;
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// Arriving, play effects
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case FTLState.Travelling:
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comp.Accumulator += DefaultArrivalTime;
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comp.State = FTLState.Arriving;
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// TODO: Arrival effects
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// For now we'll just use the ss13 bubbles but we can do fancier.
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if (TryComp(comp.Owner, out shuttle))
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{
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_thruster.DisableLinearThrusters(shuttle);
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_thruster.EnableLinearThrustDirection(shuttle, DirectionFlag.South);
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}
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_console.RefreshShuttleConsoles(comp.Owner);
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break;
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// Arrived
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case FTLState.Arriving:
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DoTheDinosaur(xform);
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SetDockBolts(comp.Owner, false);
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SetDocks(comp.Owner, true);
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if (TryComp(comp.Owner, out body))
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{
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body.LinearVelocity = Vector2.Zero;
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body.AngularVelocity = 0f;
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body.LinearDamping = ShuttleLinearDamping;
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body.AngularDamping = ShuttleAngularDamping;
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}
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TryComp(comp.Owner, out shuttle);
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if (comp.TargetUid != null && shuttle != null)
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{
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if (comp.Dock)
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TryFTLDock(shuttle, comp.TargetUid.Value);
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else
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TryFTLProximity(shuttle, comp.TargetUid.Value);
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}
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else
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{
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xform.Coordinates = comp.TargetCoordinates;
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}
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if (shuttle != null)
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{
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_thruster.DisableLinearThrusters(shuttle);
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}
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if (comp.TravelStream != null)
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{
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comp.TravelStream?.Stop();
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comp.TravelStream = null;
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}
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SoundSystem.Play(_arrivalSound.GetSound(), Filter.Empty().AddInRange(Transform(comp.Owner).MapPosition, GetSoundRange(comp.Owner)), _arrivalSound.Params);
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if (TryComp<FTLDestinationComponent>(comp.Owner, out var dest))
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{
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dest.Enabled = true;
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}
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comp.State = FTLState.Cooldown;
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comp.Accumulator += FTLCooldown;
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_console.RefreshShuttleConsoles(comp.Owner);
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break;
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case FTLState.Cooldown:
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RemComp<FTLComponent>(comp.Owner);
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_console.RefreshShuttleConsoles(comp.Owner);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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}
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private void SetDocks(EntityUid uid, bool enabled)
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{
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foreach (var (dock, xform) in EntityQuery<DockingComponent, TransformComponent>(true))
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{
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if (xform.ParentUid != uid || dock.Enabled == enabled) continue;
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_dockSystem.Undock(dock);
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dock.Enabled = enabled;
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}
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}
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private void SetDockBolts(EntityUid uid, bool enabled)
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{
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foreach (var (_, door, xform) in EntityQuery<DockingComponent, AirlockComponent, TransformComponent>(true))
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{
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if (xform.ParentUid != uid) continue;
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_doors.TryClose(door.Owner);
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door.SetBoltsWithAudio(enabled);
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}
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}
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private float GetSoundRange(EntityUid uid)
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{
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if (!_mapManager.TryGetGrid(uid, out var grid)) return 4f;
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return MathF.Max(grid.LocalAABB.Width, grid.LocalAABB.Height) + 12.5f;
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}
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private void SetupHyperspace()
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{
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if (_hyperSpaceMap != null) return;
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_hyperSpaceMap = _mapManager.CreateMap();
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_sawmill.Info($"Setup hyperspace map at {_hyperSpaceMap.Value}");
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DebugTools.Assert(!_mapManager.IsMapPaused(_hyperSpaceMap.Value));
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}
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private void CleanupHyperspace()
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{
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_index = 0f;
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if (_hyperSpaceMap == null || !_mapManager.MapExists(_hyperSpaceMap.Value))
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{
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_hyperSpaceMap = null;
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return;
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}
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_mapManager.DeleteMap(_hyperSpaceMap.Value);
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_hyperSpaceMap = null;
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}
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/// <summary>
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/// Puts everyone unbuckled on the floor, paralyzed.
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/// </summary>
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private void DoTheDinosaur(TransformComponent xform)
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{
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var buckleQuery = GetEntityQuery<BuckleComponent>();
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var statusQuery = GetEntityQuery<StatusEffectsComponent>();
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// Get enumeration exceptions from people dropping things if we just paralyze as we go
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var toKnock = new ValueList<EntityUid>();
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KnockOverKids(xform, buckleQuery, statusQuery, ref toKnock);
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foreach (var child in toKnock)
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{
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if (!statusQuery.TryGetComponent(child, out var status)) continue;
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_stuns.TryParalyze(child, _hyperspaceKnockdownTime, true, status);
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}
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}
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private void KnockOverKids(TransformComponent xform, EntityQuery<BuckleComponent> buckleQuery, EntityQuery<StatusEffectsComponent> statusQuery, ref ValueList<EntityUid> toKnock)
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{
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// Not recursive because probably not necessary? If we need it to be that's why this method is separate.
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var childEnumerator = xform.ChildEnumerator;
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while (childEnumerator.MoveNext(out var child))
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{
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if (!buckleQuery.TryGetComponent(child.Value, out var buckle) || buckle.Buckled) continue;
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toKnock.Add(child.Value);
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}
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}
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/// <summary>
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/// Tries to dock with the target grid, otherwise falls back to proximity.
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/// </summary>
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public bool TryFTLDock(ShuttleComponent component, EntityUid targetUid)
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{
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if (!TryComp<TransformComponent>(component.Owner, out var xform) ||
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!TryComp<TransformComponent>(targetUid, out var targetXform) ||
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targetXform.MapUid == null) return false;
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var config = GetDockingConfig(component, targetUid);
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if (config != null)
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{
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// Set position
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xform.Coordinates = config.Coordinates;
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xform.WorldRotation = config.Angle;
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// Connect everything
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foreach (var (dockA, dockB) in config.Docks)
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{
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_dockSystem.Dock(dockA, dockB);
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}
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return true;
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}
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TryFTLProximity(component, targetUid, xform, targetXform);
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return false;
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}
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/// <summary>
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/// Tries to arrive nearby without overlapping with other grids.
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/// </summary>
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public bool TryFTLProximity(ShuttleComponent component, EntityUid targetUid, TransformComponent? xform = null, TransformComponent? targetXform = null)
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{
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if (!Resolve(targetUid, ref targetXform) || targetXform.MapUid == null || !Resolve(component.Owner, ref xform)) return false;
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var xformQuery = GetEntityQuery<TransformComponent>();
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var shuttleAABB = Comp<IMapGridComponent>(component.Owner).Grid.LocalAABB;
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Box2? aabb = null;
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// Spawn nearby.
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// We essentially expand the Box2 of the target area until nothing else is added then we know it's valid.
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// Can't just get an AABB of every grid as we may spawn very far away.
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var targetAABB = _transform.GetWorldMatrix(targetXform, xformQuery)
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.TransformBox(Comp<IMapGridComponent>(targetUid).Grid.LocalAABB).Enlarged(shuttleAABB.Size.Length);
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var nearbyGrids = new HashSet<EntityUid>(1) { targetUid };
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var iteration = 0;
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var lastCount = 1;
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var mapId = targetXform.MapID;
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while (iteration < 3)
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{
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foreach (var grid in _mapManager.FindGridsIntersecting(mapId, targetAABB))
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{
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if (!nearbyGrids.Add(grid.GridEntityId)) continue;
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targetAABB = targetAABB.Union(_transform.GetWorldMatrix(grid.GridEntityId, xformQuery)
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.TransformBox(Comp<IMapGridComponent>(grid.GridEntityId).Grid.LocalAABB));
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}
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// Can do proximity
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if (nearbyGrids.Count == lastCount)
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{
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break;
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}
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targetAABB = targetAABB.Enlarged(shuttleAABB.Size.Length / 2f);
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iteration++;
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lastCount = nearbyGrids.Count;
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// Mishap moment, dense asteroid field or whatever
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if (iteration != 3) continue;
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foreach (var grid in _mapManager.GetAllGrids())
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{
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// Don't add anymore as it is irrelevant, but that doesn't mean we need to re-do existing work.
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if (nearbyGrids.Contains(grid.GridEntityId)) continue;
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targetAABB = targetAABB.Union(_transform.GetWorldMatrix(grid.GridEntityId, xformQuery)
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.TransformBox(Comp<IMapGridComponent>(grid.GridEntityId).Grid.LocalAABB));
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}
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break;
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}
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var minRadius = (MathF.Max(targetAABB.Width, targetAABB.Height) + MathF.Max(shuttleAABB.Width, shuttleAABB.Height)) / 2f;
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var spawnPos = targetAABB.Center + _random.NextVector2(minRadius, minRadius + 64f);
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if (TryComp<PhysicsComponent>(component.Owner, out var shuttleBody))
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{
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shuttleBody.LinearVelocity = Vector2.Zero;
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shuttleBody.AngularVelocity = 0f;
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}
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xform.Coordinates = new EntityCoordinates(targetXform.MapUid.Value, spawnPos);
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xform.WorldRotation = _random.NextAngle();
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return true;
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}
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}
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