Add basic teleportation and portals (#269)

* Add basic teleportation and portals

* Address PJB's feedback and minor cleanup
This commit is contained in:
metalgearsloth
2019-07-19 18:09:33 +10:00
committed by Pieter-Jan Briers
parent 52a6d9ff43
commit 1f320eccd7
22 changed files with 825 additions and 0 deletions

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using System;
using System.Collections.Generic;
using Content.Shared.GameObjects.Components.Movement;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization;
using Robust.Shared.Timers;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Movement
{
public class ServerPortalComponent : SharedPortalComponent
{
#pragma warning disable 649
[Dependency] private readonly IServerEntityManager _serverEntityManager;
#pragma warning restore 649
// Potential improvements: Different sounds,
// Add Gateways
// More efficient form of GetEntitiesIntersecting,
// Put portal above most other things layer-wise
// Add telefragging (get entities on connecting portal and force brute damage)
private AppearanceComponent _appearanceComponent;
private IEntity _connectingTeleporter;
private PortalState _state = PortalState.Pending;
[ViewVariables(VVAccess.ReadWrite)] private float _individualPortalCooldown;
[ViewVariables] private float _overallPortalCooldown;
[ViewVariables] private bool _onCooldown;
[ViewVariables] private string _departureSound;
[ViewVariables] private string _arrivalSound;
public List<IEntity> immuneEntities = new List<IEntity>(); // K
[ViewVariables(VVAccess.ReadWrite)] private float _aliveTime;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
// How long will the portal stay up: 0 is infinite
serializer.DataField(ref _aliveTime, "alive_time", 10.0f);
// How long before a specific person can go back into it
serializer.DataField(ref _individualPortalCooldown, "individual_cooldown", 2.1f);
// How long before anyone can go in it
serializer.DataField(ref _overallPortalCooldown, "overall_cooldown", 2.0f);
serializer.DataField(ref _departureSound, "departure_sound", "/Audio/effects/teleport_departure.ogg");
serializer.DataField(ref _arrivalSound, "arrival_sound", "/Audio/effects/teleport_arrival.ogg");
}
public override void Initialize()
{
base.Initialize();
_appearanceComponent = Owner.GetComponent<AppearanceComponent>();
}
public override void OnAdd()
{
// This will blow up an entity it's attached to
base.OnAdd();
if (Owner.TryGetComponent<CollidableComponent>(out var collide))
{
collide.IsHardCollidable = false;
}
_state = PortalState.Pending;
if (_aliveTime > 0)
{
Timer.Spawn(TimeSpan.FromSeconds(_aliveTime), () => Owner.Delete());
}
}
public override void OnRemove()
{
_appearanceComponent = null;
base.OnRemove();
}
public bool CanBeConnected()
{
if (_connectingTeleporter == null)
{
return true;
}
return false;
}
public void TryConnectPortal(IEntity otherPortal)
{
if (otherPortal.TryGetComponent<ServerPortalComponent>(out var connectedPortal) && connectedPortal.CanBeConnected())
{
_connectingTeleporter = otherPortal;
connectedPortal._connectingTeleporter = Owner;
TryChangeState(PortalState.Pending);
}
}
public void TryChangeState(PortalState targetState)
{
if (Owner == null)
{
return;
}
_state = targetState;
if (_appearanceComponent != null)
{
_appearanceComponent.SetData(PortalVisuals.State, _state);
}
}
private void releaseCooldown(IEntity entity)
{
if (immuneEntities.Contains(entity))
{
immuneEntities.Remove(entity);
}
if (_connectingTeleporter != null &&
_connectingTeleporter.TryGetComponent<ServerPortalComponent>(out var otherPortal))
{
otherPortal.immuneEntities.Remove(entity);
}
}
public IEnumerable<IEntity> GetPortableEntities()
{
foreach (var entity in _serverEntityManager.GetEntitiesIntersecting(Owner))
{
if (IsEntityPortable(entity))
{
yield return entity;
}
}
}
private bool IsEntityPortable(IEntity entity)
{
// TODO: Check if it's slotted etc. Otherwise the slot item itself gets ported.
if (!immuneEntities.Contains(entity) && entity.HasComponent<TeleportableComponent>())
{
return true;
}
return false;
}
// TODO: Fix portal updates for performance
public void OnUpdate()
{
if (_onCooldown == false)
{
foreach (var entity in GetPortableEntities())
{
TryPortalEntity(entity);
break;
}
}
}
public void StartCooldown()
{
if (_overallPortalCooldown > 0 && _onCooldown == false)
{
_onCooldown = true;
TryChangeState(PortalState.RecentlyTeleported);
if (_connectingTeleporter != null)
{
_connectingTeleporter.TryGetComponent<ServerPortalComponent>(out var otherPortal);
if (otherPortal != null)
{
otherPortal.TryChangeState(PortalState.RecentlyTeleported);
Timer.Spawn(TimeSpan.FromSeconds(_overallPortalCooldown), () =>
{
_onCooldown = false;
TryChangeState(PortalState.Pending);
otherPortal.TryChangeState(PortalState.Pending);
});
}
}
}
else
{
// Just in case?
_onCooldown = false;
}
}
public void TryPortalEntity(IEntity entity)
{
if (!immuneEntities.Contains(entity))
{
var position = _connectingTeleporter.Transform.GridPosition;
var soundPlayer = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>();
// Departure
// Do we need to rate-limit sounds to stop ear BLAST?
soundPlayer.Play(_departureSound, entity.Transform.GridPosition);
entity.Transform.DetachParent();
entity.Transform.GridPosition = position;
soundPlayer.Play(_arrivalSound, entity.Transform.GridPosition);
TryChangeState(PortalState.RecentlyTeleported);
// To stop spam teleporting. Could potentially look at adding a timer to flush this from the portal
immuneEntities.Add(entity);
_connectingTeleporter.GetComponent<ServerPortalComponent>().immuneEntities.Add(entity);
Timer.Spawn(TimeSpan.FromSeconds(_individualPortalCooldown), () => releaseCooldown(entity));
StartCooldown();
}
}
}
}

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using System;
using System.Linq;
using Content.Server.GameObjects.EntitySystems;
using Content.Shared.GameObjects.Components.Movement;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.IoC;
using Robust.Shared.Log;
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.Movement
{
public class ServerTeleporterComponent : Component, IAfterAttack
{
#pragma warning disable 649
[Dependency] private readonly IMapManager _mapManager;
[Dependency] private readonly IServerEntityManager _serverEntityManager;
#pragma warning restore 649
// 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;
private AppearanceComponent _appearanceComponent;
private Random _spreadRandom;
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?
}
public override void OnRemove()
{
_appearanceComponent = null;
base.OnRemove();
}
private void SetState(ItemTeleporterState newState)
{
if (newState == ItemTeleporterState.Cooldown)
{
_appearanceComponent.SetData(TeleporterVisuals.VisualState, TeleporterVisualState.Charging);
}
else
{
_appearanceComponent.SetData(TeleporterVisuals.VisualState, TeleporterVisualState.Ready);
}
_state = newState;
}
void IAfterAttack.AfterAttack(AfterAttackEventArgs eventArgs)
{
if (_teleporterType == TeleporterType.Directed)
{
var userTarget = eventArgs.ClickLocation.ToWorld(_mapManager);
TryDirectedTeleport(eventArgs.User, userTarget);
}
if (_teleporterType == TeleporterType.Random)
{
TryRandomTeleport(eventArgs.User);
}
}
public void TryDirectedTeleport(IEntity user, GridCoordinates grid)
{
// Checks
if (user.Transform.GridPosition.Distance(_mapManager, grid) > _range)
{
return;
}
if (_state == ItemTeleporterState.On)
{
return;
}
if (_avoidCollidable)
{
foreach (var entity in _serverEntityManager.GetEntitiesIntersecting(grid))
{
// 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<CollidableComponent>() || entity.HasComponent<ServerTeleporterComponent>())
{
return;
}
}
}
// Start / Continue
if (_state == ItemTeleporterState.Off)
{
SetState(ItemTeleporterState.Charging);
// Play charging sound here if you want
}
if (_state != ItemTeleporterState.Charging)
{
return;
}
Timer.Spawn(TimeSpan.FromSeconds(_chargeTime), () => Teleport(user, new Vector2(grid.X, grid.Y)));
StartCooldown();
}
public void StartCooldown()
{
SetState(ItemTeleporterState.Cooldown);
Timer.Spawn(TimeSpan.FromSeconds(_chargeTime + _cooldown), () => SetState(ItemTeleporterState.Off));
if (_cooldownSound != null)
{
var soundPlayer = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>();
soundPlayer.Play(_cooldownSound, Owner);
}
}
public override void Initialize()
{
_appearanceComponent = Owner.GetComponent<AppearanceComponent>();
_spreadRandom = new Random(Owner.Uid.GetHashCode() ^ DateTime.Now.GetHashCode());
_state = ItemTeleporterState.Off;
base.Initialize();
}
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<CollidableComponent>() || entity.HasComponent<ServerPortalComponent>())
{
return false;
}
}
return true;
}
private Vector2 randomEmptySpot(IEntity user, int range)
{
Vector2 targetVector = user.Transform.GridPosition.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.GridPosition.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.GridPosition.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
Timer.Spawn(TimeSpan.FromSeconds(_chargeTime), () => Teleport(user, targetVector));
StartCooldown();
}
public void Teleport(IEntity user, Vector2 vector)
{
// Messy maybe?
GridCoordinates targetGrid = new GridCoordinates(vector, user.Transform.GridID);
var soundPlayer = IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<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.SpawnEntityAt("Portal", user.Transform.GridPosition);
departurePortal.TryGetComponent<ServerPortalComponent>(out var departureComponent);
// Arrival portal
var arrivalPortal = _serverEntityManager.SpawnEntityAt("Portal", targetGrid);
arrivalPortal.TryGetComponent<ServerPortalComponent>(out var arrivalComponent);
// Connect. TODO: If the OnUpdate in ServerPortalComponent is changed this may need to change as well.
arrivalComponent.TryConnectPortal(departurePortal);
}
else
{
// Departure
soundPlayer.Play(_departureSound, user.Transform.GridPosition);
// Arrival
user.Transform.DetachParent();
user.Transform.WorldPosition = vector;
soundPlayer.Play(_arrivalSound, user.Transform.GridPosition);
}
}
}
}

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using Robust.Shared.GameObjects;
using Robust.Shared.Log;
namespace Content.Server.GameObjects.Components.Movement
{
public class TeleportableComponent : Component
{
public override string Name => "Teleportable";
}
}