Make portals use ICollideBehavior and set collidable.Hard to false (#2186)
This commit is contained in:
@@ -1,205 +0,0 @@
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#nullable enable
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using System;
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using System.Collections.Generic;
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timers;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Movement
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{
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[RegisterComponent]
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public class ServerPortalComponent : SharedPortalComponent
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{
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[Dependency] private readonly IServerEntityManager _serverEntityManager = default!;
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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)] private float _individualPortalCooldown;
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[ViewVariables] private float _overallPortalCooldown;
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[ViewVariables] private bool _onCooldown;
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[ViewVariables] private string _departureSound = "";
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[ViewVariables] private string _arrivalSound = "";
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public readonly List<IEntity> ImmuneEntities = new List<IEntity>(); // K
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[ViewVariables(VVAccess.ReadWrite)] private float _aliveTime;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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// How long will the portal stay up: 0 is infinite
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serializer.DataField(ref _aliveTime, "alive_time", 10.0f);
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// How long before a specific person can go back into it
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serializer.DataField(ref _individualPortalCooldown, "individual_cooldown", 2.1f);
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// How long before anyone can go in it
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serializer.DataField(ref _overallPortalCooldown, "overall_cooldown", 2.0f);
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serializer.DataField(ref _departureSound, "departure_sound", "/Audio/Effects/teleport_departure.ogg");
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serializer.DataField(ref _arrivalSound, "arrival_sound", "/Audio/Effects/teleport_arrival.ogg");
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}
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public 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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if (Owner.TryGetComponent<ICollidableComponent>(out var collide))
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{
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//collide.IsHardCollidable = false;
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}
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_state = PortalState.Pending;
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if (_aliveTime > 0)
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{
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Timer.Spawn(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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if (_connectingTeleporter == null)
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{
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return true;
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}
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return false;
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}
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public void TryConnectPortal(IEntity otherPortal)
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{
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if (otherPortal.TryGetComponent<ServerPortalComponent>(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 (Owner == null || 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 (Owner == null || Deleted)
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return;
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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<ServerPortalComponent>(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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public IEnumerable<IEntity> GetPortableEntities()
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{
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foreach (var entity in _serverEntityManager.GetEntitiesIntersecting(Owner))
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{
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if (IsEntityPortable(entity))
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{
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yield return entity;
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}
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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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if (!ImmuneEntities.Contains(entity) && entity.HasComponent<TeleportableComponent>())
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{
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return true;
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}
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return false;
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}
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// TODO: Fix portal updates for performance
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public void OnUpdate()
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{
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if (_onCooldown == false)
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{
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foreach (var entity in GetPortableEntities())
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{
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TryPortalEntity(entity);
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break;
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}
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}
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}
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public void StartCooldown()
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{
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if (_overallPortalCooldown > 0 && _onCooldown == false)
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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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{
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_connectingTeleporter.TryGetComponent<ServerPortalComponent>(out var otherPortal);
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if (otherPortal != null)
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{
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otherPortal.TryChangeState(PortalState.RecentlyTeleported);
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Timer.Spawn(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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}
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}
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else
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{
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// Just in case?
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_onCooldown = false;
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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) || _connectingTeleporter == null)
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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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var soundPlayer = EntitySystem.Get<AudioSystem>();
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// Departure
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// Do we need to rate-limit sounds to stop ear BLAST?
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soundPlayer.PlayAtCoords(_departureSound, entity.Transform.Coordinates);
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entity.Transform.Coordinates = position;
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soundPlayer.PlayAtCoords(_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<ServerPortalComponent>().ImmuneEntities.Add(entity);
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Timer.Spawn(TimeSpan.FromSeconds(_individualPortalCooldown), () => ReleaseCooldown(entity));
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StartCooldown();
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}
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}
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}
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@@ -1,257 +0,0 @@
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#nullable enable
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using System;
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using System.Linq;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Shared.Utility;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Random;
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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.Serialization;
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using Robust.Shared.Timers;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Movement
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{
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[RegisterComponent]
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public class ServerTeleporterComponent : 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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[ViewVariables] private float _chargeTime;
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[ViewVariables] private float _cooldown;
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[ViewVariables] private int _range;
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[ViewVariables] private ItemTeleporterState _state;
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[ViewVariables] private TeleporterType _teleporterType;
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[ViewVariables] private string _departureSound = "";
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[ViewVariables] private string _arrivalSound = "";
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[ViewVariables] private string? _cooldownSound;
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// If the direct OR random teleport will try to avoid hitting collidables
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[ViewVariables] private bool _avoidCollidable;
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[ViewVariables] private float _portalAliveTime;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _teleporterType, "teleporter_type", TeleporterType.Random);
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serializer.DataField(ref _range, "range", 15);
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serializer.DataField(ref _chargeTime, "charge_time", 0.2f);
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serializer.DataField(ref _cooldown, "cooldown", 2.0f);
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serializer.DataField(ref _avoidCollidable, "avoid_walls", true);
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serializer.DataField(ref _departureSound, "departure_sound", "/Audio/Effects/teleport_departure.ogg");
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serializer.DataField(ref _arrivalSound, "arrival_sound", "/Audio/Effects/teleport_arrival.ogg");
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serializer.DataField(ref _cooldownSound, "cooldown_sound", null);
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serializer.DataField(ref _portalAliveTime, "portal_alive_time", 5.0f); // TODO: Change this to 0 before PR?
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}
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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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void 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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}
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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 _serverEntityManager.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<ICollidableComponent>() || entity.HasComponent<ServerTeleporterComponent>())
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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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Timer.Spawn(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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Timer.Spawn(TimeSpan.FromSeconds(_chargeTime + _cooldown), () => SetState(ItemTeleporterState.Off));
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if (_cooldownSound != null)
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{
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var soundPlayer = EntitySystem.Get<AudioSystem>();
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soundPlayer.PlayFromEntity(_cooldownSound, Owner);
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}
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}
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public 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 _serverEntityManager.GetEntitiesIntersecting(user.Transform.MapID, target))
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{
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if (entity.HasComponent<ICollidableComponent>() || entity.HasComponent<ServerPortalComponent>())
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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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Timer.Spawn(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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var soundPlayer = EntitySystem.Get<AudioSystem>();
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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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departurePortal.TryGetComponent<ServerPortalComponent>(out var departureComponent);
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// Arrival portal
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var arrivalPortal = _serverEntityManager.SpawnEntity("Portal", targetGrid);
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if (arrivalPortal.TryGetComponent<ServerPortalComponent>(out var arrivalComponent))
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{
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// Connect. TODO: If the OnUpdate in ServerPortalComponent is changed this may need to change as well.
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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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soundPlayer.PlayAtCoords(_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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soundPlayer.PlayAtCoords(_arrivalSound, user.Transform.Coordinates);
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}
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}
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}
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}
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@@ -1,10 +0,0 @@
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using Robust.Shared.GameObjects;
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namespace Content.Server.GameObjects.Components.Movement
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{
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[RegisterComponent]
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public class TeleportableComponent : Component
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{
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public override string Name => "Teleportable";
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}
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}
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Reference in New Issue
Block a user