Portals & hand teleporter (#13266)
* basic system with portals & linked ents * hand tele sprites, no impl * hand tele and teleportation works * fancy it up * oog * special case projectiles * predict portal-to-portal teleportation * this stuff * check nullspace * sloth * give to rd instead * i guess this can probably happen * docs
This commit is contained in:
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using Content.Shared.Audio;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Teleportation.Components;
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/// <summary>
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/// Creates portals. If two are created, both are linked together--otherwise the first teleports randomly.
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/// Using it with both portals active deactivates both.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed class HandTeleporterComponent : Component
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{
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[ViewVariables, DataField("firstPortal")]
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public EntityUid? FirstPortal = null;
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[ViewVariables, DataField("secondPortal")]
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public EntityUid? SecondPortal = null;
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[DataField("firstPortalPrototype", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string FirstPortalPrototype = "PortalRed";
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[DataField("secondPortalPrototype", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string SecondPortalPrototype = "PortalBlue";
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[DataField("newPortalSound")]
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public SoundSpecifier NewPortalSound = new SoundPathSpecifier("/Audio/Machines/high_tech_confirm.ogg")
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{
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Params = AudioParams.Default.WithVolume(-2f)
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};
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[DataField("clearPortalsSound")]
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public SoundSpecifier ClearPortalsSound = new SoundPathSpecifier("/Audio/Machines/button.ogg");
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}
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using Content.Shared.Teleportation.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Teleportation.Components;
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/// <summary>
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/// Represents an entity which is linked to other entities (perhaps portals), and which can be walked through/
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/// thrown into to teleport an entity.
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/// </summary>
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[RegisterComponent, Access(typeof(LinkedEntitySystem)), NetworkedComponent]
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public sealed class LinkedEntityComponent : Component
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{
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/// <summary>
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/// The entities that this entity is linked to.
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/// </summary>
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[DataField("linkedEntities")]
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public HashSet<EntityUid> LinkedEntities = new();
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/// <summary>
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/// Should this entity be deleted if all of its links are removed?
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/// </summary>
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[DataField("deleteOnEmptyLinks")]
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public bool DeleteOnEmptyLinks = false;
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}
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[Serializable, NetSerializable]
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public sealed class LinkedEntityComponentState : ComponentState
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{
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public HashSet<EntityUid> LinkedEntities;
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public LinkedEntityComponentState(HashSet<EntityUid> linkedEntities)
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{
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LinkedEntities = linkedEntities;
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}
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}
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[Serializable, NetSerializable]
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public enum LinkedEntityVisuals : byte
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{
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HasAnyLinks
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}
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31
Content.Shared/Teleportation/Components/PortalComponent.cs
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31
Content.Shared/Teleportation/Components/PortalComponent.cs
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Teleportation.Components;
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/// <summary>
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/// Marks an entity as being a 'portal' which teleports entities sent through it to linked entities.
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/// Relies on <see cref="LinkedEntityComponent"/> being set up.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed class PortalComponent : Component
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{
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/// <summary>
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/// Sound played on arriving to this portal, centered on the destination.
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/// The arrival sound of the entered portal will play if the destination is not a portal.
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/// </summary>
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[DataField("arrivalSound")]
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public SoundSpecifier ArrivalSound = new SoundPathSpecifier("/Audio/Effects/teleport_arrival.ogg");
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/// <summary>
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/// Sound played on departing from this portal, centered on the original portal.
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/// </summary>
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[DataField("departureSound")]
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public SoundSpecifier DepartureSound = new SoundPathSpecifier("/Audio/Effects/teleport_departure.ogg");
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/// <summary>
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/// If no portals are linked, the subject will be teleported a random distance at maximum this far away.
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/// </summary>
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[DataField("maxRandomRadius")]
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public float MaxRandomRadius = 10.0f;
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}
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Teleportation.Components;
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/// <summary>
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/// Attached to an entity after portal transit to mark that they should not immediately be portaled back
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/// at the end destination.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed class PortalTimeoutComponent : Component
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{
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/// <summary>
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/// The portal that was entered. Null if coming from a hand teleporter, etc.
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/// </summary>
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[ViewVariables, DataField("enteredPortal")]
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public EntityUid? EnteredPortal = null;
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}
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[Serializable, NetSerializable]
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public sealed class PortalTimeoutComponentState : ComponentState
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{
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public EntityUid? EnteredPortal;
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public PortalTimeoutComponentState(EntityUid? enteredPortal)
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{
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EnteredPortal = enteredPortal;
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}
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}
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115
Content.Shared/Teleportation/Systems/LinkedEntitySystem.cs
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115
Content.Shared/Teleportation/Systems/LinkedEntitySystem.cs
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using System.Linq;
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using Content.Shared.Teleportation.Components;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Teleportation.Systems;
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/// <summary>
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/// Handles symmetrically linking two entities together, and removing links properly.
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/// This does not do anything on its own (outside of deleting entities that have 0 links, if that option is true)
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/// Systems can do whatever they please with the linked entities, such as <see cref="PortalSystem"/>.
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/// </summary>
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public sealed class LinkedEntitySystem : EntitySystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<LinkedEntityComponent, ComponentShutdown>(OnLinkShutdown);
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SubscribeLocalEvent<LinkedEntityComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<LinkedEntityComponent, ComponentHandleState>(OnHandleState);
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}
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private void OnGetState(EntityUid uid, LinkedEntityComponent component, ref ComponentGetState args)
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{
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args.State = new LinkedEntityComponentState(component.LinkedEntities);
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}
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private void OnHandleState(EntityUid uid, LinkedEntityComponent component, ref ComponentHandleState args)
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{
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if (args.Current is LinkedEntityComponentState state)
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component.LinkedEntities = state.LinkedEntities;
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}
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private void OnLinkShutdown(EntityUid uid, LinkedEntityComponent component, ComponentShutdown args)
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{
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// Remove any links to this entity when deleted.
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foreach (var ent in component.LinkedEntities.ToArray())
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{
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if (LifeStage(ent) < EntityLifeStage.Terminating && TryComp<LinkedEntityComponent>(ent, out var link))
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{
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TryUnlink(uid, ent, component, link);
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}
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}
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}
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#region Public API
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/// <summary>
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/// Links two entities together. Does not require the existence of <see cref="LinkedEntityComponent"/> on either
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/// already. Linking is symmetrical, so order doesn't matter.
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/// </summary>
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/// <param name="first">The first entity to link</param>
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/// <param name="second">The second entity to link</param>
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/// <param name="deleteOnEmptyLinks">Whether both entities should now delete once their links are removed</param>
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/// <returns>Whether linking was successful (e.g. they weren't already linked)</returns>
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public bool TryLink(EntityUid first, EntityUid second, bool deleteOnEmptyLinks=false)
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{
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var firstLink = EnsureComp<LinkedEntityComponent>(first);
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var secondLink = EnsureComp<LinkedEntityComponent>(second);
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firstLink.DeleteOnEmptyLinks = deleteOnEmptyLinks;
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secondLink.DeleteOnEmptyLinks = deleteOnEmptyLinks;
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_appearance.SetData(first, LinkedEntityVisuals.HasAnyLinks, true);
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_appearance.SetData(second, LinkedEntityVisuals.HasAnyLinks, true);
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Dirty(firstLink);
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Dirty(secondLink);
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return firstLink.LinkedEntities.Add(second)
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&& secondLink.LinkedEntities.Add(first);
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}
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/// <summary>
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/// Unlinks two entities. Deletes either entity if <see cref="LinkedEntityComponent.DeleteOnEmptyLinks"/>
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/// was true and its links are now empty. Symmetrical, so order doesn't matter.
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/// </summary>
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/// <param name="first">The first entity to unlink</param>
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/// <param name="second">The second entity to unlink</param>
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/// <param name="firstLink">Resolve comp</param>
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/// <param name="secondLink">Resolve comp</param>
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/// <returns>Whether unlinking was successful (e.g. they both were actually linked to one another)</returns>
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public bool TryUnlink(EntityUid first, EntityUid second,
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LinkedEntityComponent? firstLink=null, LinkedEntityComponent? secondLink=null)
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{
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if (!Resolve(first, ref firstLink))
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return false;
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if (!Resolve(second, ref secondLink))
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return false;
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var success = firstLink.LinkedEntities.Remove(second)
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&& secondLink.LinkedEntities.Remove(first);
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_appearance.SetData(first, LinkedEntityVisuals.HasAnyLinks, firstLink.LinkedEntities.Any());
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_appearance.SetData(second, LinkedEntityVisuals.HasAnyLinks, secondLink.LinkedEntities.Any());
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Dirty(firstLink);
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Dirty(secondLink);
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if (firstLink.LinkedEntities.Count == 0 && firstLink.DeleteOnEmptyLinks)
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QueueDel(first);
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if (secondLink.LinkedEntities.Count == 0 && secondLink.DeleteOnEmptyLinks)
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QueueDel(second);
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return success;
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}
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#endregion
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}
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146
Content.Shared/Teleportation/Systems/PortalSystem.cs
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146
Content.Shared/Teleportation/Systems/PortalSystem.cs
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using System.Linq;
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using Content.Shared.Projectiles;
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using Content.Shared.Teleportation.Components;
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using Robust.Shared.GameStates;
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using Robust.Shared.Map;
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using Robust.Shared.Network;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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namespace Content.Shared.Teleportation.Systems;
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/// <summary>
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/// This handles teleporting entities through portals, and creating new linked portals.
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/// </summary>
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public sealed class PortalSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly INetManager _netMan = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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private const string PortalFixture = "portalFixture";
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private const string ProjectileFixture = "projectile";
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<PortalComponent, StartCollideEvent>(OnCollide);
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SubscribeLocalEvent<PortalComponent, EndCollideEvent>(OnEndCollide);
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SubscribeLocalEvent<PortalTimeoutComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<PortalTimeoutComponent, ComponentHandleState>(OnHandleState);
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}
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private void OnGetState(EntityUid uid, PortalTimeoutComponent component, ref ComponentGetState args)
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{
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args.State = new PortalTimeoutComponentState(component.EnteredPortal);
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}
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private void OnHandleState(EntityUid uid, PortalTimeoutComponent component, ref ComponentHandleState args)
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{
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if (args.Current is PortalTimeoutComponentState state)
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component.EnteredPortal = state.EnteredPortal;
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}
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private bool ShouldCollide(Fixture our, Fixture other)
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{
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// most non-hard fixtures shouldn't pass through portals, but projectiles are non-hard as well
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// and they should still pass through
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return our.ID == PortalFixture && (other.Hard || other.ID == ProjectileFixture);
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}
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private void OnCollide(EntityUid uid, PortalComponent component, ref StartCollideEvent args)
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{
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if (!ShouldCollide(args.OurFixture, args.OtherFixture))
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return;
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var subject = args.OtherFixture.Body.Owner;
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// best not.
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if (Transform(subject).Anchored)
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return;
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// if they came from another portal, just return and wait for them to exit the portal
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if (HasComp<PortalTimeoutComponent>(subject))
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{
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return;
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}
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if (TryComp<LinkedEntityComponent>(uid, out var link))
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{
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if (!link.LinkedEntities.Any())
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return;
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// client can't predict outside of simple portal-to-portal interactions due to randomness involved
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// --also can't predict if the target doesn't exist on the client / is outside of PVS
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if (_netMan.IsClient)
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{
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var first = link.LinkedEntities.First();
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var exists = Exists(first);
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if (link.LinkedEntities.Count != 1 || !exists || (exists && Transform(first).MapID == MapId.Nullspace))
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return;
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}
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// pick a target and teleport there
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var target = _random.Pick(link.LinkedEntities);
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if (HasComp<PortalComponent>(target))
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{
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// if target is a portal, signal that they shouldn't be immediately portaled back
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var timeout = EnsureComp<PortalTimeoutComponent>(subject);
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timeout.EnteredPortal = uid;
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Dirty(timeout);
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}
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TeleportEntity(uid, subject, Transform(target).Coordinates, target);
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return;
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}
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if (_netMan.IsClient)
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return;
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// no linked entity--teleport randomly
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var randVector = _random.NextVector2(component.MaxRandomRadius);
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var newCoords = Transform(uid).Coordinates.Offset(randVector);
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TeleportEntity(uid, subject, newCoords);
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}
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private void OnEndCollide(EntityUid uid, PortalComponent component, ref EndCollideEvent args)
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{
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if (!ShouldCollide(args.OurFixture, args.OtherFixture))
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return;
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var subject = args.OtherFixture.Body.Owner;
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// if they came from (not us), remove the timeout
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if (TryComp<PortalTimeoutComponent>(subject, out var timeout) && timeout.EnteredPortal != uid)
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{
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RemComp<PortalTimeoutComponent>(subject);
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}
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}
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private void TeleportEntity(EntityUid portal, EntityUid subject, EntityCoordinates target, EntityUid? targetEntity=null,
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PortalComponent? portalComponent = null)
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{
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if (!Resolve(portal, ref portalComponent))
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return;
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var arrivalSound = CompOrNull<PortalComponent>(targetEntity)?.ArrivalSound ?? portalComponent.ArrivalSound;
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var departureSound = portalComponent.DepartureSound;
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// Some special cased stuff: projectiles should stop ignoring shooter when they enter a portal, to avoid
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// stacking 500 bullets in between 2 portals and instakilling people--you'll just hit yourself instead
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// (as expected)
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if (TryComp<ProjectileComponent>(subject, out var projectile))
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{
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projectile.IgnoreShooter = false;
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}
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Transform(subject).Coordinates = target;
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_audio.PlayPredicted(departureSound, portal, subject);
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_audio.PlayPredicted(arrivalSound, subject, subject);
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}
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}
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Block a user