Nuke portals (#4315)

This commit is contained in:
metalgearsloth
2021-07-21 19:16:10 +10:00
committed by GitHub
parent fddf1acab9
commit 94ef2cb66e
11 changed files with 0 additions and 596 deletions

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@@ -21,7 +21,6 @@ namespace Content.Client.Entry
"EmitSoundOnActivate",
"FootstepModifier",
"HeatResistance",
"ItemTeleporter",
"EntityStorage",
"Wirecutter",
"Screwdriver",

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@@ -1,34 +0,0 @@
using System;
using Content.Shared.Portal.Components;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
namespace Content.Client.Movement.Visualizers
{
[UsedImplicitly]
public class HandTeleporterVisualizer : AppearanceVisualizer
{
public override void OnChangeData(AppearanceComponent component)
{
var sprite = component.Owner.GetComponent<ISpriteComponent>();
if (!component.TryGetData(TeleporterVisuals.VisualState, out TeleporterVisualState state))
{
state = TeleporterVisualState.Ready;
}
switch (state)
{
case TeleporterVisualState.Charging:
sprite.LayerSetState(0, "charging");
break;
case TeleporterVisualState.Ready:
sprite.LayerSetState(0, "ready");
break;
default:
throw new ArgumentOutOfRangeException();
}
}
}
}

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@@ -1,54 +0,0 @@
using Content.Shared.Portal.Components;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
namespace Content.Client.Movement.Visualizers
{
[UsedImplicitly]
public class PortalVisualizer : AppearanceVisualizer
{
public override void InitializeEntity(IEntity entity)
{
base.InitializeEntity(entity);
var sprite = entity.GetComponent<ISpriteComponent>();
sprite.LayerMapSet(Layers.Portal, sprite.AddLayerState("portal-pending"));
sprite.LayerSetShader(Layers.Portal, "unshaded");
}
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
var sprite = component.Owner.GetComponent<ISpriteComponent>();
if (component.TryGetData<PortalState>(PortalVisuals.State, out var state))
{
switch (state)
{
case PortalState.Pending:
sprite.LayerSetState(Layers.Portal, "portal-pending");
break;
// TODO: Spritework here?
case PortalState.UnableToTeleport:
sprite.LayerSetState(Layers.Portal, "portal-unconnected");
break;
case PortalState.RecentlyTeleported:
sprite.LayerSetState(Layers.Portal, "portal-unconnected");
break;
}
}
else
{
sprite.LayerSetState(Layers.Portal, "portal-pending");
}
}
enum Layers : byte
{
Portal
}
}
}

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@@ -1,10 +0,0 @@
using Content.Shared.Portal.Components;
using Robust.Shared.GameObjects;
namespace Content.Client.Portal
{
[RegisterComponent]
public class PortalComponent : SharedPortalComponent
{
}
}

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@@ -1,165 +0,0 @@
using System;
using System.Collections.Generic;
using Content.Shared.Portal.Components;
using Content.Shared.Tag;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Player;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.Portal.Components
{
[RegisterComponent]
public class PortalComponent : SharedPortalComponent, IStartCollide
{
// 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 IEntity? _connectingTeleporter;
private PortalState _state = PortalState.Pending;
[ViewVariables(VVAccess.ReadWrite)] [DataField("individual_cooldown")] private float _individualPortalCooldown = 2.1f;
[ViewVariables] [DataField("overall_cooldown")] private float _overallPortalCooldown = 2.0f;
[ViewVariables] private bool _onCooldown;
[ViewVariables] [DataField("departure_sound")] private string _departureSound = "/Audio/Effects/teleport_departure.ogg";
[ViewVariables] [DataField("arrival_sound")] private string _arrivalSound = "/Audio/Effects/teleport_arrival.ogg";
public readonly List<IEntity> ImmuneEntities = new(); // K
[ViewVariables(VVAccess.ReadWrite)] [DataField("alive_time")] private float _aliveTime = 10f;
protected override void OnAdd()
{
// This will blow up an entity it's attached to
base.OnAdd();
_state = PortalState.Pending;
if (_aliveTime > 0)
{
Owner.SpawnTimer(TimeSpan.FromSeconds(_aliveTime), () => Owner.Delete());
}
}
public bool CanBeConnected()
{
return _connectingTeleporter == null;
}
public void TryConnectPortal(IEntity otherPortal)
{
if (otherPortal.TryGetComponent<PortalComponent>(out var connectedPortal) && connectedPortal.CanBeConnected())
{
_connectingTeleporter = otherPortal;
connectedPortal._connectingTeleporter = Owner;
TryChangeState(PortalState.Pending);
}
}
public void TryChangeState(PortalState targetState)
{
if (Deleted)
{
return;
}
_state = targetState;
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(PortalVisuals.State, _state);
}
}
private void ReleaseCooldown(IEntity entity)
{
if (Deleted)
{
return;
}
if (ImmuneEntities.Contains(entity))
{
ImmuneEntities.Remove(entity);
}
if (_connectingTeleporter != null &&
_connectingTeleporter.TryGetComponent<PortalComponent>(out var otherPortal))
{
otherPortal.ImmuneEntities.Remove(entity);
}
}
private bool IsEntityPortable(IEntity entity)
{
// TODO: Check if it's slotted etc. Otherwise the slot item itself gets ported.
return !ImmuneEntities.Contains(entity) &&
entity.HasTag("Teleportable");
}
public void StartCooldown()
{
if (_overallPortalCooldown <= 0 || _onCooldown)
{
// Just in case?
_onCooldown = false;
return;
}
_onCooldown = true;
TryChangeState(PortalState.RecentlyTeleported);
if (_connectingTeleporter == null ||
!_connectingTeleporter.TryGetComponent<PortalComponent>(out var otherPortal))
{
return;
}
otherPortal.TryChangeState(PortalState.RecentlyTeleported);
Owner.SpawnTimer(TimeSpan.FromSeconds(_overallPortalCooldown), () =>
{
_onCooldown = false;
TryChangeState(PortalState.Pending);
otherPortal.TryChangeState(PortalState.Pending);
});
}
public void TryPortalEntity(IEntity entity)
{
if (ImmuneEntities.Contains(entity) ||
_connectingTeleporter == null ||
!IsEntityPortable(entity))
{
return;
}
var position = _connectingTeleporter.Transform.Coordinates;
// Departure
// Do we need to rate-limit sounds to stop ear BLAST?
SoundSystem.Play(Filter.Pvs(entity), _departureSound, entity.Transform.Coordinates);
entity.Transform.Coordinates = position;
SoundSystem.Play(Filter.Pvs(entity), _arrivalSound, entity.Transform.Coordinates);
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<PortalComponent>().ImmuneEntities.Add(entity);
Owner.SpawnTimer(TimeSpan.FromSeconds(_individualPortalCooldown), () => ReleaseCooldown(entity));
StartCooldown();
}
void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
{
if (_onCooldown == false)
{
TryPortalEntity(otherFixture.Body.Owner);
}
}
}
}

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@@ -1,240 +0,0 @@
using System;
using System.Linq;
using System.Threading.Tasks;
using Content.Shared.Interaction;
using Content.Shared.Portal.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Server.Portal.Components
{
[RegisterComponent]
public class TeleporterComponent : Component, IAfterInteract
{
[Dependency] private readonly IServerEntityManager _serverEntityManager = default!;
[Dependency] private readonly IRobustRandom _spreadRandom = default!;
// TODO: Look at MapManager.Map for Beacons to get all entities on grid
public ItemTeleporterState State => _state;
public override string Name => "ItemTeleporter";
[DataField("charge_time")]
[ViewVariables] private float _chargeTime = 0.2f;
[DataField("cooldown")]
[ViewVariables] private float _cooldown = 2f;
[DataField("range")]
[ViewVariables] private int _range = 15;
[ViewVariables] private ItemTeleporterState _state;
[DataField("teleporter_type")]
[ViewVariables] private TeleporterType _teleporterType = TeleporterType.Random;
[ViewVariables] [DataField("departure_sound")] private string _departureSound = "/Audio/Effects/teleport_departure.ogg";
[ViewVariables] [DataField("arrival_sound")] private string _arrivalSound = "/Audio/Effects/teleport_arrival.ogg";
[ViewVariables] [DataField("cooldown_sound")] private string? _cooldownSound = default;
// If the direct OR random teleport will try to avoid hitting collidables
[DataField("avoid_walls")] [ViewVariables]
private bool _avoidCollidable = true;
[DataField("portal_alive_time")]
[ViewVariables] private float _portalAliveTime = 5f;
private void SetState(ItemTeleporterState newState)
{
if (!Owner.TryGetComponent(out AppearanceComponent? appearance))
{
return;
}
if (newState == ItemTeleporterState.Cooldown)
{
appearance.SetData(TeleporterVisuals.VisualState, TeleporterVisualState.Charging);
}
else
{
appearance.SetData(TeleporterVisuals.VisualState, TeleporterVisualState.Ready);
}
_state = newState;
}
async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
{
if (_teleporterType == TeleporterType.Directed)
{
TryDirectedTeleport(eventArgs.User, eventArgs.ClickLocation.ToMap(Owner.EntityManager));
}
if (_teleporterType == TeleporterType.Random)
{
TryRandomTeleport(eventArgs.User);
}
return true;
}
public void TryDirectedTeleport(IEntity user, MapCoordinates mapCoords)
{
// Checks
if ((user.Transform.WorldPosition - mapCoords.Position).LengthSquared > _range * _range)
{
return;
}
if (_state == ItemTeleporterState.On)
{
return;
}
if (_avoidCollidable)
{
foreach (var entity in IoCManager.Resolve<IEntityLookup>().GetEntitiesIntersecting(mapCoords))
{
// 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<IPhysBody>() || entity.HasComponent<TeleporterComponent>())
{
return;
}
}
}
// Start / Continue
if (_state == ItemTeleporterState.Off)
{
SetState(ItemTeleporterState.Charging);
// Play charging sound here if you want
}
if (_state != ItemTeleporterState.Charging)
{
return;
}
Owner.SpawnTimer(TimeSpan.FromSeconds(_chargeTime), () => Teleport(user, mapCoords.Position));
StartCooldown();
}
public void StartCooldown()
{
SetState(ItemTeleporterState.Cooldown);
Owner.SpawnTimer(TimeSpan.FromSeconds(_chargeTime + _cooldown), () => SetState(ItemTeleporterState.Off));
if (_cooldownSound != null)
{
SoundSystem.Play(Filter.Pvs(Owner), _cooldownSound, Owner);
}
}
protected override void Initialize()
{
base.Initialize();
_state = ItemTeleporterState.Off;
}
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 IoCManager.Resolve<IEntityLookup>().GetEntitiesIntersecting(user.Transform.MapID, target))
{
if (entity.HasComponent<IPhysBody>() || entity.HasComponent<PortalComponent>())
{
return false;
}
}
return true;
}
private Vector2 RandomEmptySpot(IEntity user, int range)
{
Vector2 targetVector = user.Transform.Coordinates.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.Coordinates.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.Coordinates.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
Owner.SpawnTimer(TimeSpan.FromSeconds(_chargeTime), () => Teleport(user, targetVector));
StartCooldown();
}
public void Teleport(IEntity user, Vector2 vector)
{
// Messy maybe?
var targetGrid = user.Transform.Coordinates.WithPosition(vector);
// 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.SpawnEntity("Portal", user.Transform.Coordinates);
// Arrival portal
var arrivalPortal = _serverEntityManager.SpawnEntity("Portal", targetGrid);
if (arrivalPortal.TryGetComponent<PortalComponent>(out var arrivalComponent))
{
// Connect.
arrivalComponent.TryConnectPortal(departurePortal);
}
}
else
{
// Departure
SoundSystem.Play(Filter.Pvs(user), _departureSound, user.Transform.Coordinates);
// Arrival
user.Transform.AttachToGridOrMap();
user.Transform.WorldPosition = vector;
SoundSystem.Play(Filter.Pvs(user), _arrivalSound, user.Transform.Coordinates);
}
}
}
}

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@@ -1,37 +0,0 @@
using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Serialization;
namespace Content.Shared.Portal.Components
{
public abstract class SharedPortalComponent : Component
{
public override string Name => "Portal";
protected override void OnAdd()
{
base.OnAdd();
if (Owner.TryGetComponent<IPhysBody>(out var physics))
{
physics.Hard = false;
}
}
}
[Serializable, NetSerializable]
public enum PortalVisuals
{
State
}
[Serializable, NetSerializable]
public enum PortalState
{
RecentlyTeleported,
Pending,
UnableToTeleport,
}
}

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@@ -1,48 +0,0 @@
using System;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Serialization;
namespace Content.Shared.Portal.Components
{
public enum ItemTeleporterState
{
Off,
Charging,
On,
Cooldown,
}
public enum TeleporterType
{
Directed,
Random,
Beacon,
}
[NetSerializable]
[Serializable]
public enum TeleporterVisuals
{
VisualState,
}
[NetSerializable]
[Serializable]
public enum TeleporterVisualState
{
Ready,
Charging,
}
[Serializable, NetSerializable]
public class TeleportMessage : ComponentMessage
{
public readonly EntityCoordinates Target;
public TeleportMessage(EntityCoordinates target)
{
Target = target;
}
}
}

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@@ -4,9 +4,6 @@
id: SimpleMobBase
suffix: AI
components:
- type: Tag
tags:
- Teleportable
- type: Reactive
reactions:
- !type:ExtinguishReaction

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@@ -8,7 +8,6 @@
components:
- type: Tag
tags:
- Teleportable
- FootstepSound
- type: Reactive
reactions:

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@@ -43,9 +43,6 @@
- type: Tag
id: Shovel
- type: Tag
id: Teleportable
- type: Tag
id: Wall