Nuke portals (#4315)
This commit is contained in:
@@ -1,165 +0,0 @@
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using System;
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using System.Collections.Generic;
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using Content.Shared.Portal.Components;
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using Content.Shared.Tag;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics.Collision;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Portal.Components
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{
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[RegisterComponent]
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public class PortalComponent : SharedPortalComponent, IStartCollide
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{
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// Potential improvements: Different sounds,
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// Add Gateways
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// More efficient form of GetEntitiesIntersecting,
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// Put portal above most other things layer-wise
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// Add telefragging (get entities on connecting portal and force brute damage)
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private IEntity? _connectingTeleporter;
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private PortalState _state = PortalState.Pending;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("individual_cooldown")] private float _individualPortalCooldown = 2.1f;
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[ViewVariables] [DataField("overall_cooldown")] private float _overallPortalCooldown = 2.0f;
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[ViewVariables] private bool _onCooldown;
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[ViewVariables] [DataField("departure_sound")] private string _departureSound = "/Audio/Effects/teleport_departure.ogg";
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[ViewVariables] [DataField("arrival_sound")] private string _arrivalSound = "/Audio/Effects/teleport_arrival.ogg";
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public readonly List<IEntity> ImmuneEntities = new(); // K
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[ViewVariables(VVAccess.ReadWrite)] [DataField("alive_time")] private float _aliveTime = 10f;
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protected override void OnAdd()
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{
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// This will blow up an entity it's attached to
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base.OnAdd();
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_state = PortalState.Pending;
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if (_aliveTime > 0)
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{
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Owner.SpawnTimer(TimeSpan.FromSeconds(_aliveTime), () => Owner.Delete());
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}
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}
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public bool CanBeConnected()
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{
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return _connectingTeleporter == null;
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}
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public void TryConnectPortal(IEntity otherPortal)
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{
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if (otherPortal.TryGetComponent<PortalComponent>(out var connectedPortal) && connectedPortal.CanBeConnected())
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{
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_connectingTeleporter = otherPortal;
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connectedPortal._connectingTeleporter = Owner;
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TryChangeState(PortalState.Pending);
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}
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}
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public void TryChangeState(PortalState targetState)
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{
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if (Deleted)
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{
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return;
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}
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_state = targetState;
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if (Owner.TryGetComponent(out AppearanceComponent? appearance))
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{
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appearance.SetData(PortalVisuals.State, _state);
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}
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}
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private void ReleaseCooldown(IEntity entity)
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{
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if (Deleted)
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{
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return;
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}
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if (ImmuneEntities.Contains(entity))
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{
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ImmuneEntities.Remove(entity);
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}
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if (_connectingTeleporter != null &&
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_connectingTeleporter.TryGetComponent<PortalComponent>(out var otherPortal))
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{
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otherPortal.ImmuneEntities.Remove(entity);
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}
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}
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private bool IsEntityPortable(IEntity entity)
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{
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// TODO: Check if it's slotted etc. Otherwise the slot item itself gets ported.
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return !ImmuneEntities.Contains(entity) &&
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entity.HasTag("Teleportable");
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}
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public void StartCooldown()
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{
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if (_overallPortalCooldown <= 0 || _onCooldown)
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{
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// Just in case?
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_onCooldown = false;
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return;
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}
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_onCooldown = true;
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TryChangeState(PortalState.RecentlyTeleported);
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if (_connectingTeleporter == null ||
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!_connectingTeleporter.TryGetComponent<PortalComponent>(out var otherPortal))
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{
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return;
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}
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otherPortal.TryChangeState(PortalState.RecentlyTeleported);
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Owner.SpawnTimer(TimeSpan.FromSeconds(_overallPortalCooldown), () =>
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{
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_onCooldown = false;
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TryChangeState(PortalState.Pending);
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otherPortal.TryChangeState(PortalState.Pending);
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});
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}
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public void TryPortalEntity(IEntity entity)
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{
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if (ImmuneEntities.Contains(entity) ||
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_connectingTeleporter == null ||
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!IsEntityPortable(entity))
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{
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return;
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}
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var position = _connectingTeleporter.Transform.Coordinates;
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// Departure
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// Do we need to rate-limit sounds to stop ear BLAST?
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SoundSystem.Play(Filter.Pvs(entity), _departureSound, entity.Transform.Coordinates);
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entity.Transform.Coordinates = position;
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SoundSystem.Play(Filter.Pvs(entity), _arrivalSound, entity.Transform.Coordinates);
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TryChangeState(PortalState.RecentlyTeleported);
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// To stop spam teleporting. Could potentially look at adding a timer to flush this from the portal
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ImmuneEntities.Add(entity);
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_connectingTeleporter.GetComponent<PortalComponent>().ImmuneEntities.Add(entity);
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Owner.SpawnTimer(TimeSpan.FromSeconds(_individualPortalCooldown), () => ReleaseCooldown(entity));
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StartCooldown();
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}
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void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
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{
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if (_onCooldown == false)
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{
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TryPortalEntity(otherFixture.Body.Owner);
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}
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}
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}
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}
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@@ -1,240 +0,0 @@
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using System;
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using System.Linq;
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using System.Threading.Tasks;
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using Content.Shared.Interaction;
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using Content.Shared.Portal.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Portal.Components
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{
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[RegisterComponent]
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public class TeleporterComponent : Component, IAfterInteract
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{
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[Dependency] private readonly IServerEntityManager _serverEntityManager = default!;
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[Dependency] private readonly IRobustRandom _spreadRandom = default!;
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// TODO: Look at MapManager.Map for Beacons to get all entities on grid
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public ItemTeleporterState State => _state;
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public override string Name => "ItemTeleporter";
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[DataField("charge_time")]
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[ViewVariables] private float _chargeTime = 0.2f;
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[DataField("cooldown")]
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[ViewVariables] private float _cooldown = 2f;
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[DataField("range")]
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[ViewVariables] private int _range = 15;
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[ViewVariables] private ItemTeleporterState _state;
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[DataField("teleporter_type")]
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[ViewVariables] private TeleporterType _teleporterType = TeleporterType.Random;
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[ViewVariables] [DataField("departure_sound")] private string _departureSound = "/Audio/Effects/teleport_departure.ogg";
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[ViewVariables] [DataField("arrival_sound")] private string _arrivalSound = "/Audio/Effects/teleport_arrival.ogg";
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[ViewVariables] [DataField("cooldown_sound")] private string? _cooldownSound = default;
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// If the direct OR random teleport will try to avoid hitting collidables
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[DataField("avoid_walls")] [ViewVariables]
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private bool _avoidCollidable = true;
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[DataField("portal_alive_time")]
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[ViewVariables] private float _portalAliveTime = 5f;
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private void SetState(ItemTeleporterState newState)
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{
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if (!Owner.TryGetComponent(out AppearanceComponent? appearance))
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{
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return;
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}
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if (newState == ItemTeleporterState.Cooldown)
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{
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appearance.SetData(TeleporterVisuals.VisualState, TeleporterVisualState.Charging);
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}
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else
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{
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appearance.SetData(TeleporterVisuals.VisualState, TeleporterVisualState.Ready);
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}
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_state = newState;
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}
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async Task<bool> IAfterInteract.AfterInteract(AfterInteractEventArgs eventArgs)
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{
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if (_teleporterType == TeleporterType.Directed)
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{
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TryDirectedTeleport(eventArgs.User, eventArgs.ClickLocation.ToMap(Owner.EntityManager));
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}
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if (_teleporterType == TeleporterType.Random)
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{
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TryRandomTeleport(eventArgs.User);
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}
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return true;
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}
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public void TryDirectedTeleport(IEntity user, MapCoordinates mapCoords)
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{
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// Checks
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if ((user.Transform.WorldPosition - mapCoords.Position).LengthSquared > _range * _range)
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{
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return;
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}
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if (_state == ItemTeleporterState.On)
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{
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return;
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}
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if (_avoidCollidable)
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{
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foreach (var entity in IoCManager.Resolve<IEntityLookup>().GetEntitiesIntersecting(mapCoords))
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{
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// Added this component to avoid stacking portals and causing shenanigans
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// TODO: Doesn't do a great job of stopping stacking portals for directed
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if (entity.HasComponent<IPhysBody>() || entity.HasComponent<TeleporterComponent>())
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{
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return;
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}
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}
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}
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// Start / Continue
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if (_state == ItemTeleporterState.Off)
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{
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SetState(ItemTeleporterState.Charging);
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// Play charging sound here if you want
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}
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if (_state != ItemTeleporterState.Charging)
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{
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return;
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}
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Owner.SpawnTimer(TimeSpan.FromSeconds(_chargeTime), () => Teleport(user, mapCoords.Position));
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StartCooldown();
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}
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public void StartCooldown()
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{
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SetState(ItemTeleporterState.Cooldown);
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Owner.SpawnTimer(TimeSpan.FromSeconds(_chargeTime + _cooldown), () => SetState(ItemTeleporterState.Off));
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if (_cooldownSound != null)
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{
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SoundSystem.Play(Filter.Pvs(Owner), _cooldownSound, Owner);
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}
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}
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protected override void Initialize()
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{
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base.Initialize();
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_state = ItemTeleporterState.Off;
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}
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private bool EmptySpace(IEntity user, Vector2 target)
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{
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// TODO: Check the user's spot? Upside is no stacking TPs but downside is they can't unstuck themselves from walls.
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foreach (var entity in IoCManager.Resolve<IEntityLookup>().GetEntitiesIntersecting(user.Transform.MapID, target))
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{
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if (entity.HasComponent<IPhysBody>() || entity.HasComponent<PortalComponent>())
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{
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return false;
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}
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}
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return true;
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}
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private Vector2 RandomEmptySpot(IEntity user, int range)
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{
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Vector2 targetVector = user.Transform.Coordinates.Position;
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// Definitely a better way to do this
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foreach (var i in Enumerable.Range(0, 5))
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{
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var randomRange = _spreadRandom.Next(0, range);
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var angle = Angle.FromDegrees(_spreadRandom.Next(0, 359));
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targetVector = user.Transform.Coordinates.Position + angle.ToVec() * randomRange;
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if (EmptySpace(user, targetVector))
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{
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return targetVector;
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}
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if (i == 19)
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{
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return targetVector;
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}
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}
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return targetVector;
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}
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public void TryRandomTeleport(IEntity user)
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{
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// Checks
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if (_state == ItemTeleporterState.On)
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{
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return;
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}
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Vector2 targetVector;
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if (_avoidCollidable)
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{
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targetVector = RandomEmptySpot(user, _range);
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}
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else
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{
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var randomRange = _spreadRandom.Next(0, _range);
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var angle = Angle.FromDegrees(_spreadRandom.Next(0, 359));
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targetVector = user.Transform.Coordinates.Position + angle.ToVec() * randomRange;
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}
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// Start / Continue
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if (_state == ItemTeleporterState.Off)
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{
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SetState(ItemTeleporterState.Charging);
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}
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if (_state != ItemTeleporterState.Charging)
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{
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return;
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}
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// Seemed easier to just start the cd timer at the same time
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Owner.SpawnTimer(TimeSpan.FromSeconds(_chargeTime), () => Teleport(user, targetVector));
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StartCooldown();
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}
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public void Teleport(IEntity user, Vector2 vector)
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{
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// Messy maybe?
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var targetGrid = user.Transform.Coordinates.WithPosition(vector);
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// If portals use those, otherwise just move em over
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if (_portalAliveTime > 0.0f)
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{
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// Call Delete here as the teleporter should have control over portal longevity
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// Departure portal
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var departurePortal = _serverEntityManager.SpawnEntity("Portal", user.Transform.Coordinates);
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// Arrival portal
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var arrivalPortal = _serverEntityManager.SpawnEntity("Portal", targetGrid);
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if (arrivalPortal.TryGetComponent<PortalComponent>(out var arrivalComponent))
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{
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// Connect.
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arrivalComponent.TryConnectPortal(departurePortal);
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}
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}
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else
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{
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// Departure
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SoundSystem.Play(Filter.Pvs(user), _departureSound, user.Transform.Coordinates);
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// Arrival
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user.Transform.AttachToGridOrMap();
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user.Transform.WorldPosition = vector;
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SoundSystem.Play(Filter.Pvs(user), _arrivalSound, user.Transform.Coordinates);
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}
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}
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}
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}
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Reference in New Issue
Block a user