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- using System.Linq;
- using System.Numerics;
- using Content.Server.Physics.Components;
- using Robust.Shared.Random;
- using Robust.Shared.Timing;
- using Robust.Shared.Physics.Systems;
- using Robust.Shared.Physics.Components;
- using Robust.Shared.Physics.Controllers;
- namespace Content.Server.Physics.Controllers;
- /// <summary>
- /// A system which makes its entity chasing another entity with selected component.
- /// </summary>
- public sealed class ChasingWalkSystem : VirtualController
- {
- [Dependency] private readonly IGameTiming _gameTiming = default!;
- [Dependency] private readonly IRobustRandom _random = default!;
- [Dependency] private readonly SharedTransformSystem _transform = default!;
- [Dependency] private readonly EntityLookupSystem _lookup = default!;
- [Dependency] private readonly SharedPhysicsSystem _physics = default!;
- private readonly HashSet<Entity<IComponent>> _potentialChaseTargets = new();
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<ChasingWalkComponent, MapInitEvent>(OnChasingMapInit);
- }
- private void OnChasingMapInit(EntityUid uid, ChasingWalkComponent component, MapInitEvent args)
- {
- component.NextImpulseTime = _gameTiming.CurTime;
- component.NextChangeVectorTime = _gameTiming.CurTime;
- }
- public override void UpdateBeforeSolve(bool prediction, float frameTime)
- {
- base.UpdateBeforeSolve(prediction, frameTime);
- var query = EntityQueryEnumerator<ChasingWalkComponent>();
- while (query.MoveNext(out var uid, out var chasing))
- {
- //Set Velocity to Target
- if (chasing.NextImpulseTime <= _gameTiming.CurTime)
- {
- ForceImpulse(uid, chasing);
- chasing.NextImpulseTime += TimeSpan.FromSeconds(chasing.ImpulseInterval);
- }
- //Change Target
- if (chasing.NextChangeVectorTime <= _gameTiming.CurTime)
- {
- ChangeTarget(uid, chasing);
- var delay = TimeSpan.FromSeconds(_random.NextFloat(chasing.ChangeVectorMinInterval, chasing.ChangeVectorMaxInterval));
- chasing.NextChangeVectorTime += delay;
- }
- }
- }
- private void ChangeTarget(EntityUid uid, ChasingWalkComponent component)
- {
- if (component.ChasingComponent.Count <= 0)
- return;
- //We find our coordinates and calculate the radius of the target search.
- var xform = Transform(uid);
- var range = component.MaxChaseRadius;
- var compType = _random.Pick(component.ChasingComponent.Values).Component.GetType();
- _potentialChaseTargets.Clear();
- _lookup.GetEntitiesInRange(compType, _transform.GetMapCoordinates(xform), range, _potentialChaseTargets, LookupFlags.Uncontained);
- //If there are no required components in the radius, don't moving.
- if (_potentialChaseTargets.Count <= 0)
- return;
- //In the case of finding required components, we choose a random one of them and remember its uid.
- component.ChasingEntity = _random.Pick(_potentialChaseTargets).Owner;
- component.Speed = _random.NextFloat(component.MinSpeed, component.MaxSpeed);
- }
- //pushing the entity toward its target
- private void ForceImpulse(EntityUid uid, ChasingWalkComponent component)
- {
- if (Deleted(component.ChasingEntity) || component.ChasingEntity == null)
- {
- ChangeTarget(uid, component);
- return;
- }
- if (!TryComp<PhysicsComponent>(uid, out var physics))
- return;
- //Calculating direction to the target.
- var pos1 = _transform.GetWorldPosition(uid);
- var pos2 = _transform.GetWorldPosition(component.ChasingEntity.Value);
- var delta = pos2 - pos1;
- var speed = delta.Length() > 0 ? delta.Normalized() * component.Speed : Vector2.Zero;
- _physics.SetLinearVelocity(uid, speed);
- _physics.SetBodyStatus(uid, physics, BodyStatus.InAir); //If this is not done, from the explosion up close, the tesla will "Fall" to the ground, and almost stop moving.
- }
- }
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