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## Mirror of PR #26292: [Code cleanup: Purge calls to obsolete EntityCoordinates methods](https://github.com/space-wizards/space-station-14/pull/26292) from <img src="https://avatars.githubusercontent.com/u/10567778?v=4" alt="space-wizards" width="22"/> [space-wizards](https://github.com/space-wizards)/[space-station-14](https://github.com/space-wizards/space-station-14) ###### `f4cb02fb0ca385c858569c07c51afb0d24ade949` PR opened by <img src="https://avatars.githubusercontent.com/u/85356?v=4" width="16"/><a href="https://github.com/Tayrtahn"> Tayrtahn</a> at 2024-03-20 16:04:43 UTC --- PR changed 34 files with 70 additions and 56 deletions. The PR had the following labels: - Status: Needs Review --- <details open="true"><summary><h1>Original Body</h1></summary> > <!-- Please read these guidelines before opening your PR: https://docs.spacestation14.io/en/getting-started/pr-guideline --> > <!-- The text between the arrows are comments - they will not be visible on your PR. --> > > ## About the PR > <!-- What did you change in this PR? --> > Cleaned up some outdated code. > > ## Why / Balance > <!-- Why was it changed? Link any discussions or issues here. Please discuss how this would affect game balance. --> > Clean code is happy code. > > ## Technical details > <!-- If this is a code change, summarize at high level how your new code works. This makes it easier to review. --> > Updated all calls to obsolete EntityCoordinates methods (ToMap, ToMapPos, FromMap, ToVector2i, InRange) to non-obsolete ones (by passing in SharedTransformSystem as an arg). > > ## Media > <!-- > PRs which make ingame changes (adding clothing, items, new features, etc) are required to have media attached that showcase the changes. > Small fixes/refactors are exempt. > Any media may be used in SS14 progress reports, with clear credit given. > > If you're unsure whether your PR will require media, ask a maintainer. > > Check the box below to confirm that you have in fact seen this (put an X in the brackets, like [X]): > --> > Code > - [X] I have added screenshots/videos to this PR showcasing its changes ingame, **or** this PR does not require an ingame showcase > > ## Breaking changes > <!-- > List any breaking changes, including namespace, public class/method/field changes, prototype renames; and provide instructions for fixing them. This will be pasted in #codebase-changes. > --> > > **Changelog** > <!-- > Make players aware of new features and changes that could affect how they play the game by adding a Changelog entry. Please read the Changelog guidelines located at: https://docs.spacestation14.io/en/getting-started/pr-guideline#changelog > --> > > <!-- > Make sure to take this Changelog template out of the comment block in order for it to show up. > 🆑 > - add: Added fun! > - remove: Removed fun! > - tweak: Changed fun! > - fix: Fixed fun! > --> > </details> --------- Signed-off-by: VMSolidus <evilexecutive@gmail.com> Co-authored-by: SimpleStation14 <Unknown> Co-authored-by: VMSolidus <evilexecutive@gmail.com>
102 lines
3.6 KiB
C#
102 lines
3.6 KiB
C#
using Content.Server.Physics.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Singularity.Components;
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using Content.Shared.Singularity.Components;
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using Robust.Shared.Map;
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using Robust.Shared.Timing;
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using System.Numerics;
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namespace Content.Server.Singularity.EntitySystems;
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/// <summary>
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/// Handles singularity attractors.
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/// </summary>
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public sealed class SingularityAttractorSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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/// <summary>
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/// The minimum range at which the attraction will act.
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/// Prevents division by zero problems.
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/// </summary>
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public const float MinAttractRange = 0.00001f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SingularityAttractorComponent, MapInitEvent>(OnMapInit);
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}
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/// <summary>
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/// Updates the pulse cooldowns of all singularity attractors.
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/// If they are off cooldown it makes them emit an attraction pulse and reset their cooldown.
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/// </summary>
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/// <param name="frameTime">The time elapsed since the last set of updates.</param>
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public override void Update(float frameTime)
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{
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if (!_timing.IsFirstTimePredicted)
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return;
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var query = EntityQueryEnumerator<SingularityAttractorComponent, TransformComponent>();
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var now = _timing.CurTime;
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while (query.MoveNext(out var uid, out var attractor, out var xform))
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{
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if (attractor.LastPulseTime + attractor.TargetPulsePeriod <= now)
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Update(uid, attractor, xform);
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}
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}
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/// <summary>
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/// Makes an attractor attract all singularities and puts it on cooldown.
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/// </summary>
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/// <param name="uid">The uid of the attractor to make pulse.</param>
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/// <param name="attractor">The state of the attractor to make pulse.</param>
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/// <param name="xform">The transform of the attractor to make pulse.</param>
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private void Update(EntityUid uid, SingularityAttractorComponent? attractor = null, TransformComponent? xform = null)
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{
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if (!Resolve(uid, ref attractor, ref xform))
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return;
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if (!this.IsPowered(uid, EntityManager))
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return;
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attractor.LastPulseTime = _timing.CurTime;
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var mapPos = xform.Coordinates.ToMap(EntityManager, _transform);
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if (mapPos == MapCoordinates.Nullspace)
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return;
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var query = EntityQuery<SingularityComponent, RandomWalkComponent, TransformComponent>();
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foreach (var (singulo, walk, singuloXform) in query)
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{
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var singuloMapPos = singuloXform.Coordinates.ToMap(EntityManager, _transform);
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if (singuloMapPos.MapId != mapPos.MapId)
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continue;
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var biasBy = mapPos.Position - singuloMapPos.Position;
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var length = biasBy.Length();
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if (length <= MinAttractRange)
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return;
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biasBy = Vector2.Normalize(biasBy) * (attractor.BaseRange / length);
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walk.BiasVector += biasBy;
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}
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}
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/// <summary>
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/// Resets the pulse timings of the attractor when the component starts up.
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/// </summary>
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/// <param name="uid">The uid of the attractor to start up.</param>
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/// <param name="comp">The state of the attractor to start up.</param>
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/// <param name="args">The startup prompt arguments.</param>
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private void OnMapInit(Entity<SingularityAttractorComponent> ent, ref MapInitEvent args)
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{
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ent.Comp.LastPulseTime = _timing.CurTime;
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}
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}
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