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- using Content.Server.Physics.Components;
- using Robust.Shared.Random;
- using Robust.Shared.Timing;
- using Robust.Shared.Physics.Systems;
- using Robust.Shared.Physics;
- using System.Numerics;
- using Robust.Shared.Physics.Controllers;
- using Robust.Shared.Utility;
- namespace Content.Server.Physics.Controllers;
- /// <summary>
- /// A component which makes its entity periodically chaotic jumps arounds
- /// </summary>
- public sealed class ChaoticJumpSystem : VirtualController
- {
- [Dependency] private readonly IGameTiming _gameTiming = default!;
- [Dependency] private readonly SharedTransformSystem _transform = default!;
- [Dependency] private readonly IRobustRandom _random = default!;
- [Dependency] private readonly SharedPhysicsSystem _physics = default!;
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<ChaoticJumpComponent, MapInitEvent>(OnMapInit);
- }
- private void OnMapInit(Entity<ChaoticJumpComponent> chaotic, ref MapInitEvent args)
- {
- //So the entity doesn't teleport instantly. For tesla, for example, it's important for it to eat tesla's generator.
- chaotic.Comp.NextJumpTime = _gameTiming.CurTime + TimeSpan.FromSeconds(_random.NextFloat(chaotic.Comp.JumpMinInterval, chaotic.Comp.JumpMaxInterval));
- }
- public override void UpdateBeforeSolve(bool prediction, float frameTime)
- {
- base.UpdateBeforeSolve(prediction, frameTime);
- var query = EntityQueryEnumerator<ChaoticJumpComponent>();
- while (query.MoveNext(out var uid, out var chaotic))
- {
- //Jump
- if (chaotic.NextJumpTime <= _gameTiming.CurTime)
- {
- Jump(uid, chaotic);
- chaotic.NextJumpTime += TimeSpan.FromSeconds(_random.NextFloat(chaotic.JumpMinInterval, chaotic.JumpMaxInterval));
- }
- }
- }
- private void Jump(EntityUid uid, ChaoticJumpComponent component)
- {
- var transform = Transform(uid);
- var startPos = _transform.GetWorldPosition(uid);
- Vector2 targetPos;
- var direction = _random.NextAngle();
- var range = _random.NextFloat(component.RangeMin, component.RangeMax);
- var ray = new CollisionRay(startPos, direction.ToVec(), component.CollisionMask);
- var rayCastResults = _physics.IntersectRay(transform.MapID, ray, range, uid, returnOnFirstHit: false).FirstOrNull();
- if (rayCastResults != null)
- {
- targetPos = rayCastResults.Value.HitPos;
- targetPos = new Vector2(targetPos.X - (float) Math.Cos(direction), targetPos.Y - (float) Math.Sin(direction)); //offset so that the teleport does not take place directly inside the target
- }
- else
- {
- targetPos = new Vector2(startPos.X + range * (float) Math.Cos(direction), startPos.Y + range * (float) Math.Sin(direction));
- }
- Spawn(component.Effect, transform.Coordinates);
- _transform.SetWorldPosition(uid, targetPos);
- }
- }
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