mirror of
https://github.com/WWhiteDreamProject/wwdpublic.git
synced 2026-04-17 05:27:38 +03:00
## 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 Cleaned up some outdated code.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>
272 lines
14 KiB
C#
272 lines
14 KiB
C#
using Content.Server.Atmos.Components;
|
|
using Content.Server.Singularity.Components;
|
|
using Content.Shared.Ghost;
|
|
using Content.Shared.Singularity.EntitySystems;
|
|
using Robust.Shared.Map;
|
|
using Robust.Shared.Map.Components;
|
|
using Robust.Shared.Physics;
|
|
using Robust.Shared.Physics.Components;
|
|
using Robust.Shared.Physics.Systems;
|
|
using Robust.Shared.Timing;
|
|
|
|
namespace Content.Server.Singularity.EntitySystems;
|
|
|
|
/// <summary>
|
|
/// The server side version of <see cref="SharedGravityWellSystem"/>.
|
|
/// Primarily responsible for managing <see cref="GravityWellComponent"/>s.
|
|
/// Handles the gravitational pulses they can emit.
|
|
/// </summary>
|
|
public sealed class GravityWellSystem : SharedGravityWellSystem
|
|
{
|
|
#region Dependencies
|
|
[Dependency] private readonly IGameTiming _timing = default!;
|
|
[Dependency] private readonly IViewVariablesManager _vvManager = default!;
|
|
[Dependency] private readonly EntityLookupSystem _lookup = default!;
|
|
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
|
|
[Dependency] private readonly SharedTransformSystem _transform = default!;
|
|
#endregion Dependencies
|
|
|
|
/// <summary>
|
|
/// The minimum range at which gravpulses will act.
|
|
/// Prevents division by zero problems.
|
|
/// </summary>
|
|
public const float MinGravPulseRange = 0.00001f;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
SubscribeLocalEvent<GravityWellComponent, ComponentStartup>(OnGravityWellStartup);
|
|
|
|
var vvHandle = _vvManager.GetTypeHandler<GravityWellComponent>();
|
|
vvHandle.AddPath(nameof(GravityWellComponent.TargetPulsePeriod), (_, comp) => comp.TargetPulsePeriod, SetPulsePeriod);
|
|
}
|
|
|
|
public override void Shutdown()
|
|
{
|
|
var vvHandle = _vvManager.GetTypeHandler<GravityWellComponent>();
|
|
vvHandle.RemovePath(nameof(GravityWellComponent.TargetPulsePeriod));
|
|
base.Shutdown();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the pulse cooldowns of all gravity wells.
|
|
/// If they are off cooldown it makes them emit a gravitational pulse and reset their cooldown.
|
|
/// </summary>
|
|
/// <param name="frameTime">The time elapsed since the last set of updates.</param>
|
|
public override void Update(float frameTime)
|
|
{
|
|
if(!_timing.IsFirstTimePredicted)
|
|
return;
|
|
|
|
var query = EntityQueryEnumerator<GravityWellComponent, TransformComponent>();
|
|
while (query.MoveNext(out var uid, out var gravWell, out var xform))
|
|
{
|
|
var curTime = _timing.CurTime;
|
|
if (gravWell.NextPulseTime <= curTime)
|
|
Update(uid, curTime - gravWell.LastPulseTime, gravWell, xform);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Makes a gravity well emit a gravitational pulse and puts it on cooldown.
|
|
/// The longer since the last gravitational pulse the more force it applies on affected entities.
|
|
/// </summary>
|
|
/// <param name="uid">The uid of the gravity well to make pulse.</param>
|
|
/// <param name="gravWell">The state of the gravity well to make pulse.</param>
|
|
/// <param name="xform">The transform of the gravity well to make pulse.</param>
|
|
private void Update(EntityUid uid, GravityWellComponent? gravWell = null, TransformComponent? xform = null)
|
|
{
|
|
if (Resolve(uid, ref gravWell))
|
|
Update(uid, _timing.CurTime - gravWell.LastPulseTime, gravWell, xform);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Makes a gravity well emit a gravitational pulse and puts it on cooldown.
|
|
/// </summary>
|
|
/// <param name="uid">The uid of the gravity well to make pulse.</param>
|
|
/// <param name="gravWell">The state of the gravity well to make pulse.</param>
|
|
/// <param name="frameTime">The amount to consider as having passed since the last gravitational pulse by the gravity well. Pulse force scales with this.</param>
|
|
/// <param name="xform">The transform of the gravity well to make pulse.</param>
|
|
private void Update(EntityUid uid, TimeSpan frameTime, GravityWellComponent? gravWell = null, TransformComponent? xform = null)
|
|
{
|
|
if(!Resolve(uid, ref gravWell))
|
|
return;
|
|
|
|
gravWell.LastPulseTime = _timing.CurTime;
|
|
gravWell.NextPulseTime = gravWell.LastPulseTime + gravWell.TargetPulsePeriod;
|
|
if (gravWell.MaxRange < 0.0f || !Resolve(uid, ref xform))
|
|
return;
|
|
|
|
var scale = (float)frameTime.TotalSeconds;
|
|
GravPulse(uid, gravWell.MaxRange, gravWell.MinRange, gravWell.BaseRadialAcceleration * scale, gravWell.BaseTangentialAcceleration * scale, xform);
|
|
}
|
|
|
|
#region GravPulse
|
|
|
|
/// <summary>
|
|
/// Checks whether an entity can be affected by gravity pulses.
|
|
/// TODO: Make this an event or such.
|
|
/// </summary>
|
|
/// <param name="entity">The entity to check.</param>
|
|
private bool CanGravPulseAffect(EntityUid entity)
|
|
{
|
|
return !(
|
|
EntityManager.HasComponent<GhostComponent>(entity) ||
|
|
EntityManager.HasComponent<MapGridComponent>(entity) ||
|
|
EntityManager.HasComponent<MapComponent>(entity) ||
|
|
EntityManager.HasComponent<GravityWellComponent>(entity)
|
|
);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Greates a gravitational pulse, shoving around all entities within some distance of an epicenter.
|
|
/// </summary>
|
|
/// <param name="uid">The entity at the epicenter of the gravity pulse.</param>
|
|
/// <param name="maxRange">The maximum distance at which entities can be affected by the gravity pulse.</param>
|
|
/// <param name="minRange">The minimum distance at which entities can be affected by the gravity pulse.</param>
|
|
/// <param name="baseMatrixDeltaV">The base velocity added to any entities within affected by the gravity pulse scaled by the displacement of those entities from the epicenter.</param>
|
|
/// <param name="xform">(optional) The transform of the entity at the epicenter of the gravitational pulse.</param>
|
|
public void GravPulse(EntityUid uid, float maxRange, float minRange, in Matrix3 baseMatrixDeltaV, TransformComponent? xform = null)
|
|
{
|
|
if (Resolve(uid, ref xform))
|
|
GravPulse(xform.Coordinates, maxRange, minRange, in baseMatrixDeltaV);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Greates a gravitational pulse, shoving around all entities within some distance of an epicenter.
|
|
/// </summary>
|
|
/// <param name="uid">The entity at the epicenter of the gravity pulse.</param>
|
|
/// <param name="maxRange">The maximum distance at which entities can be affected by the gravity pulse.</param>
|
|
/// <param name="minRange">The minimum distance at which entities can be affected by the gravity pulse.</param>
|
|
/// <param name="baseRadialDeltaV">The base radial velocity that will be added to entities within range towards the center of the gravitational pulse.</param>
|
|
/// <param name="baseTangentialDeltaV">The base tangential velocity that will be added to entities within countrclockwise around the center of the gravitational pulse.</param>
|
|
/// <param name="xform">(optional) The transform of the entity at the epicenter of the gravitational pulse.</param>
|
|
public void GravPulse(EntityUid uid, float maxRange, float minRange, float baseRadialDeltaV = 0.0f, float baseTangentialDeltaV = 0.0f, TransformComponent? xform = null)
|
|
{
|
|
if (Resolve(uid, ref xform))
|
|
GravPulse(xform.Coordinates, maxRange, minRange, baseRadialDeltaV, baseTangentialDeltaV);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Greates a gravitational pulse, shoving around all entities within some distance of an epicenter.
|
|
/// </summary>
|
|
/// <param name="entityPos">The epicenter of the gravity pulse.</param>
|
|
/// <param name="maxRange">The maximum distance at which entities can be affected by the gravity pulse.</param>
|
|
/// <param name="minRange">The minimum distance at which entities can be affected by the gravity pulse.</param>
|
|
/// <param name="baseMatrixDeltaV">The base velocity added to any entities within affected by the gravity pulse scaled by the displacement of those entities from the epicenter.</param>
|
|
public void GravPulse(EntityCoordinates entityPos, float maxRange, float minRange, in Matrix3 baseMatrixDeltaV)
|
|
=> GravPulse(entityPos.ToMap(EntityManager, _transform), maxRange, minRange, in baseMatrixDeltaV);
|
|
|
|
/// <summary>
|
|
/// Greates a gravitational pulse, shoving around all entities within some distance of an epicenter.
|
|
/// </summary>
|
|
/// <param name="entityPos">The epicenter of the gravity pulse.</param>
|
|
/// <param name="maxRange">The maximum distance at which entities can be affected by the gravity pulse.</param>
|
|
/// <param name="minRange">The minimum distance at which entities can be affected by the gravity pulse.</param>
|
|
/// <param name="baseRadialDeltaV">The base radial velocity that will be added to entities within range towards the center of the gravitational pulse.</param>
|
|
/// <param name="baseTangentialDeltaV">The base tangential velocity that will be added to entities within countrclockwise around the center of the gravitational pulse.</param>
|
|
public void GravPulse(EntityCoordinates entityPos, float maxRange, float minRange, float baseRadialDeltaV = 0.0f, float baseTangentialDeltaV = 0.0f)
|
|
=> GravPulse(entityPos.ToMap(EntityManager, _transform), maxRange, minRange, baseRadialDeltaV, baseTangentialDeltaV);
|
|
|
|
/// <summary>
|
|
/// Causes a gravitational pulse, shoving around all entities within some distance of an epicenter.
|
|
/// </summary>
|
|
/// <param name="mapPos">The epicenter of the gravity pulse.</param>
|
|
/// <param name="maxRange">The maximum distance at which entities can be affected by the gravity pulse.</param>
|
|
/// <param name="minRange">The minimum distance at which entities can be affected by the gravity pulse. Exists to prevent div/0 errors.</param>
|
|
/// <param name="baseMatrixDeltaV">The base velocity added to any entities within affected by the gravity pulse scaled by the displacement of those entities from the epicenter.</param>
|
|
public void GravPulse(MapCoordinates mapPos, float maxRange, float minRange, in Matrix3 baseMatrixDeltaV)
|
|
{
|
|
if (mapPos == MapCoordinates.Nullspace)
|
|
return; // No gravpulses in nullspace please.
|
|
|
|
var epicenter = mapPos.Position;
|
|
var minRange2 = MathF.Max(minRange * minRange, MinGravPulseRange); // Cache square value for speed. Also apply a sane minimum value to the minimum value so that div/0s don't happen.
|
|
var bodyQuery = GetEntityQuery<PhysicsComponent>();
|
|
var xformQuery = GetEntityQuery<TransformComponent>();
|
|
|
|
foreach(var entity in _lookup.GetEntitiesInRange(mapPos.MapId, epicenter, maxRange, flags: LookupFlags.Dynamic | LookupFlags.Sundries))
|
|
{
|
|
if (!bodyQuery.TryGetComponent(entity, out var physics)
|
|
|| physics.BodyType == BodyType.Static)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
if (TryComp<MovedByPressureComponent>(entity, out var movedPressure) && !movedPressure.Enabled) //Ignore magboots users
|
|
continue;
|
|
|
|
if(!CanGravPulseAffect(entity))
|
|
continue;
|
|
|
|
var displacement = epicenter - _transform.GetWorldPosition(entity, xformQuery);
|
|
var distance2 = displacement.LengthSquared();
|
|
if (distance2 < minRange2)
|
|
continue;
|
|
|
|
var scaling = (1f / distance2) * physics.Mass; // TODO: Variable falloff gradiants.
|
|
_physics.ApplyLinearImpulse(entity, (displacement * baseMatrixDeltaV) * scaling, body: physics);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Causes a gravitational pulse, shoving around all entities within some distance of an epicenter.
|
|
/// </summary>
|
|
/// <param name="mapPos">The epicenter of the gravity pulse.</param>
|
|
/// <param name="maxRange">The maximum distance at which entities can be affected by the gravity pulse.</param>
|
|
/// <param name="minRange">The minimum distance at which entities can be affected by the gravity pulse. Exists to prevent div/0 errors.</param>
|
|
/// <param name="baseRadialDeltaV">The base amount of velocity that will be added to entities in range towards the epicenter of the pulse.</param>
|
|
/// <param name="baseTangentialDeltaV">The base amount of velocity that will be added to entities in range counterclockwise relative to the epicenter of the pulse.</param>
|
|
public void GravPulse(MapCoordinates mapPos, float maxRange, float minRange = 0.0f, float baseRadialDeltaV = 0.0f, float baseTangentialDeltaV = 0.0f)
|
|
=> GravPulse(mapPos, maxRange, minRange, new Matrix3(
|
|
baseRadialDeltaV, +baseTangentialDeltaV, 0.0f,
|
|
-baseTangentialDeltaV, baseRadialDeltaV, 0.0f,
|
|
0.0f, 0.0f, 1.0f
|
|
));
|
|
|
|
#endregion GravPulse
|
|
|
|
#region Getters/Setters
|
|
|
|
/// <summary>
|
|
/// Sets the pulse period for a gravity well.
|
|
/// If the new pulse period implies that the gravity well was intended to pulse already it does so immediately.
|
|
/// </summary>
|
|
/// <param name="uid">The uid of the gravity well to set the pulse period for.</param>
|
|
/// <param name="value">The new pulse period for the gravity well.</param>
|
|
/// <param name="gravWell">The state of the gravity well to set the pulse period for.</param>
|
|
public void SetPulsePeriod(EntityUid uid, TimeSpan value, GravityWellComponent? gravWell = null)
|
|
{
|
|
if(!Resolve(uid, ref gravWell))
|
|
return;
|
|
|
|
if (MathHelper.CloseTo(gravWell.TargetPulsePeriod.TotalSeconds, value.TotalSeconds))
|
|
return;
|
|
|
|
gravWell.TargetPulsePeriod = value;
|
|
gravWell.NextPulseTime = gravWell.LastPulseTime + gravWell.TargetPulsePeriod;
|
|
|
|
var curTime = _timing.CurTime;
|
|
if (gravWell.NextPulseTime <= curTime)
|
|
Update(uid, curTime - gravWell.LastPulseTime, gravWell);
|
|
}
|
|
|
|
#endregion Getters/Setters
|
|
|
|
#region Event Handlers
|
|
|
|
/// <summary>
|
|
/// Resets the pulse timings of the gravity well when the components starts up.
|
|
/// </summary>
|
|
/// <param name="uid">The uid of the gravity well to start up.</param>
|
|
/// <param name="comp">The state of the gravity well to start up.</param>
|
|
/// <param name="args">The startup prompt arguments.</param>
|
|
public void OnGravityWellStartup(EntityUid uid, GravityWellComponent comp, ComponentStartup args)
|
|
{
|
|
comp.LastPulseTime = _timing.CurTime;
|
|
comp.NextPulseTime = comp.LastPulseTime + comp.TargetPulsePeriod;
|
|
}
|
|
|
|
#endregion Event Handlers
|
|
}
|