mirror of
https://github.com/space-syndicate/space-station-14.git
synced 2026-10-09 18:31:17 +03:00
* update math * target finder system * ports * guns with projectiles * make sure * custom sprites for the laser * add auto link * add module * sprite for the missile * update animation speed * ops * make it glow * overlay sprite * stuff that doesn't work * update launcher * fix it * make it see from far * make it work * sprite for the module * 30 seconds is too much * sprite for the range finder * why was that here? * update sprite of the missile * update module icon * ops * update missile and missile launcher * make it look like the launcher item * remove ammo counter from range finder * increase to 15 seconds * no longer show the battery percentage * use comp * change summary * ops * new line * make it last longer * commentary * acme moment * fix bug when shooter was also the target and the projectile wouldn't move * empty commit * fix test fail * replace with global behavior * forgot to remove from the yml * important * check to see if the target exists * fix autorefill bug * remove unused system * make it reload a tad slower --------- Co-authored-by: beck-thompson <beck314159@hotmail.com>
130 lines
5 KiB
C#
130 lines
5 KiB
C#
using System.Linq;
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using System.Numerics;
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using Content.Server.Physics.Components;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Controllers;
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namespace Content.Server.Physics.Controllers;
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/// <summary>
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/// A system which makes its entity chasing another entity with selected component.
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/// </summary>
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public sealed partial class ChasingWalkSystem : VirtualController
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{
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[Dependency] private IGameTiming _gameTiming = default!;
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[Dependency] private IRobustRandom _random = default!;
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[Dependency] private SharedTransformSystem _transform = default!;
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[Dependency] private EntityLookupSystem _lookup = default!;
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[Dependency] private SharedPhysicsSystem _physics = default!;
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private readonly HashSet<Entity<IComponent>> _potentialChaseTargets = new();
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ChasingWalkComponent, MapInitEvent>(OnChasingMapInit);
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}
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private void OnChasingMapInit(EntityUid uid, ChasingWalkComponent component, MapInitEvent args)
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{
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component.NextImpulseTime = _gameTiming.CurTime;
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component.NextChangeVectorTime = _gameTiming.CurTime;
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}
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public override void UpdateBeforeSolve(bool prediction, float frameTime)
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{
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base.UpdateBeforeSolve(prediction, frameTime);
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var query = EntityQueryEnumerator<ChasingWalkComponent>();
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while (query.MoveNext(out var uid, out var chasing))
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{
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//Set Velocity to Target
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if (chasing.NextImpulseTime <= _gameTiming.CurTime)
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{
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ForceImpulse(uid, chasing);
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chasing.NextImpulseTime += TimeSpan.FromSeconds(chasing.ImpulseInterval);
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}
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//Change Target
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if (chasing.NextChangeVectorTime <= _gameTiming.CurTime)
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{
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ChangeTarget(uid, chasing);
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var delay = TimeSpan.FromSeconds(_random.NextFloat(chasing.ChangeVectorMinInterval, chasing.ChangeVectorMaxInterval));
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chasing.NextChangeVectorTime += delay;
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}
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}
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}
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private void ChangeTarget(EntityUid uid, ChasingWalkComponent component)
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{
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if (component.ChasingComponent.Count <= 0)
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return;
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//We find our coordinates and calculate the radius of the target search.
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var xform = Transform(uid);
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var range = component.MaxChaseRadius;
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var compType = _random.Pick(component.ChasingComponent.Values).Component.GetType();
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_potentialChaseTargets.Clear();
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_lookup.GetEntitiesInRange(compType, _transform.GetMapCoordinates(xform), range, _potentialChaseTargets, LookupFlags.Uncontained);
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//If there are no required components in the radius, don't moving.
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if (_potentialChaseTargets.Count <= 0)
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return;
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//In the case of finding required components, we choose a random one of them and remember its uid.
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component.ChasingEntity = _random.Pick(_potentialChaseTargets).Owner;
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component.Speed = _random.NextFloat(component.MinSpeed, component.MaxSpeed);
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}
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//pushing the entity toward its target
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private void ForceImpulse(EntityUid uid, ChasingWalkComponent component)
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{
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if (Deleted(component.ChasingEntity) || component.ChasingEntity == null)
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{
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ChangeTarget(uid, component);
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return;
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}
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if (!TryComp<PhysicsComponent>(uid, out var physics))
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return;
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//Calculating direction to the target.
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var pos1 = _transform.GetWorldPosition(uid);
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var pos2 = _transform.GetWorldPosition(component.ChasingEntity.Value);
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var currentDirection = _physics.GetLinearVelocity(uid, Vector2.Zero);
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var targetVector = pos2 - pos1;
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var angleToChange = targetVector.ToAngle() - currentDirection.ToAngle();
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// Make sure we rotate to the smallest direction
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if (angleToChange > Angle.FromDegrees(180))
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angleToChange -= Angle.FromDegrees(360);
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else if (angleToChange < Angle.FromDegrees(-180))
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angleToChange += Angle.FromDegrees(360);
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angleToChange = Math.Clamp(angleToChange,
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-component.MaxAngleVectorChangePerImpulse,
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component.MaxAngleVectorChangePerImpulse);
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var newDirection = currentDirection.ToAngle() + angleToChange;
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var speed = !component.StopAtTarget || targetVector.Length() > 0
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? newDirection.ToVec() * component.Speed
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: Vector2.Zero;
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_physics.SetLinearVelocity(uid, speed);
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_physics.SetBodyStatus(uid, physics, BodyStatus.InAir); //If this is not done, from the explosion up close, the tesla will "Fall" to the ground, and almost stop moving.
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if (component.RotateWithImpulse)
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{
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var ang = speed.ToAngle() + Angle.FromDegrees(90); // we want "Up" to be forward, bullet convention.
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_transform.SetWorldRotation(uid, ang + component.RotationAngleOffset);
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}
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}
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}
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