Files
wwdpublic/Content.Server/Beam/BeamSystem.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

180 lines
7.5 KiB
C#

using System.Numerics;
using Content.Server.Beam.Components;
using Content.Shared.Beam;
using Content.Shared.Beam.Components;
using Content.Shared.Physics;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
namespace Content.Server.Beam;
public sealed class BeamSystem : SharedBeamSystem
{
[Dependency] private readonly FixtureSystem _fixture = default!;
[Dependency] private readonly TransformSystem _transform = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedBroadphaseSystem _broadphase = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<BeamComponent, CreateBeamSuccessEvent>(OnBeamCreationSuccess);
SubscribeLocalEvent<BeamComponent, BeamControllerCreatedEvent>(OnControllerCreated);
SubscribeLocalEvent<BeamComponent, BeamFiredEvent>(OnBeamFired);
SubscribeLocalEvent<BeamComponent, ComponentRemove>(OnRemove);
}
private void OnBeamCreationSuccess(EntityUid uid, BeamComponent component, CreateBeamSuccessEvent args)
{
component.BeamShooter = args.User;
}
private void OnControllerCreated(EntityUid uid, BeamComponent component, BeamControllerCreatedEvent args)
{
component.OriginBeam = args.OriginBeam;
}
private void OnBeamFired(EntityUid uid, BeamComponent component, BeamFiredEvent args)
{
component.CreatedBeams.Add(args.CreatedBeam);
}
private void OnRemove(EntityUid uid, BeamComponent component, ComponentRemove args)
{
if (component.VirtualBeamController == null)
return;
if (component.CreatedBeams.Count == 0 && component.VirtualBeamController.Value.Valid)
QueueDel(component.VirtualBeamController.Value);
}
/// <summary>
/// If <see cref="TryCreateBeam"/> is successful, it spawns a beam from the user to the target.
/// </summary>
/// <param name="prototype">The prototype used to make the beam</param>
/// <param name="userAngle">Angle of the user firing the beam</param>
/// <param name="calculatedDistance">The calculated distance from the user to the target.</param>
/// <param name="beamStartPos">Where the beam will spawn in</param>
/// <param name="distanceCorrection">Calculated correction so the <see cref="EdgeShape"/> can be properly dynamically created</param>
/// <param name="controller"> The virtual beam controller that this beam will use. If one doesn't exist it will be created here.</param>
/// <param name="bodyState">Optional sprite state for the <see cref="prototype"/> if it needs a dynamic one</param>
/// <param name="shader">Optional shader for the <see cref="prototype"/> and <see cref="bodyState"/> if it needs something other than default</param>
private void CreateBeam(string prototype,
Angle userAngle,
Vector2 calculatedDistance,
MapCoordinates beamStartPos,
Vector2 distanceCorrection,
EntityUid? controller,
string? bodyState = null,
string shader = "unshaded")
{
var beamSpawnPos = beamStartPos;
var ent = Spawn(prototype, beamSpawnPos);
var shape = new EdgeShape(distanceCorrection, new Vector2(0,0));
if (!TryComp<PhysicsComponent>(ent, out var physics) || !TryComp<BeamComponent>(ent, out var beam))
return;
FixturesComponent? manager = null;
_fixture.TryCreateFixture(
ent,
shape,
"BeamBody",
hard: false,
collisionMask: (int)CollisionGroup.ItemMask,
collisionLayer: (int)CollisionGroup.MobLayer,
manager: manager,
body: physics);
_physics.SetBodyType(ent, BodyType.Dynamic, manager: manager, body: physics);
_physics.SetCanCollide(ent, true, manager: manager, body: physics);
_broadphase.RegenerateContacts(ent, physics, manager);
var distanceLength = distanceCorrection.Length();
var beamVisualizerEvent = new BeamVisualizerEvent(GetNetEntity(ent), distanceLength, userAngle, bodyState, shader);
RaiseNetworkEvent(beamVisualizerEvent);
if (controller != null)
beam.VirtualBeamController = controller;
else
{
var controllerEnt = Spawn("VirtualBeamEntityController", beamSpawnPos);
beam.VirtualBeamController = controllerEnt;
_audio.PlayPvs(beam.Sound, ent);
var beamControllerCreatedEvent = new BeamControllerCreatedEvent(ent, controllerEnt);
RaiseLocalEvent(controllerEnt, beamControllerCreatedEvent);
}
//Create the rest of the beam, sprites handled through the BeamVisualizerEvent
for (var i = 0; i < distanceLength-1; i++)
{
beamSpawnPos = beamSpawnPos.Offset(calculatedDistance.Normalized());
var newEnt = Spawn(prototype, beamSpawnPos);
var ev = new BeamVisualizerEvent(GetNetEntity(newEnt), distanceLength, userAngle, bodyState, shader);
RaiseNetworkEvent(ev);
}
var beamFiredEvent = new BeamFiredEvent(ent);
RaiseLocalEvent(beam.VirtualBeamController.Value, beamFiredEvent);
}
/// <summary>
/// Called where you want an entity to create a beam from one target to another.
/// Tries to create the beam and does calculations like the distance, angle, and offset.
/// </summary>
/// <param name="user">The entity that's firing off the beam</param>
/// <param name="target">The entity that's being targeted by the user</param>
/// <param name="bodyPrototype">The prototype spawned when this beam is created</param>
/// <param name="bodyState">Optional sprite state for the <see cref="bodyPrototype"/> if a default one is not given</param>
/// <param name="shader">Optional shader for the <see cref="bodyPrototype"/> if a default one is not given</param>
/// <param name="controller"></param>
public void TryCreateBeam(EntityUid user, EntityUid target, string bodyPrototype, string? bodyState = null, string shader = "unshaded", EntityUid? controller = null)
{
if (Deleted(user) || Deleted(target))
return;
var userMapPos = _transform.GetMapCoordinates(user);
var targetMapPos = _transform.GetMapCoordinates(target);
//The distance between the target and the user.
var calculatedDistance = targetMapPos.Position - userMapPos.Position;
var userAngle = calculatedDistance.ToWorldAngle();
if (userMapPos.MapId != targetMapPos.MapId)
return;
//Where the start of the beam will spawn
var beamStartPos = userMapPos.Offset(calculatedDistance.Normalized());
//Don't divide by zero
if (calculatedDistance.Length() == 0)
return;
if (controller != null && TryComp<BeamComponent>(controller, out var controllerBeamComp))
{
controllerBeamComp.HitTargets.Add(user);
controllerBeamComp.HitTargets.Add(target);
}
var distanceCorrection = calculatedDistance - calculatedDistance.Normalized();
CreateBeam(bodyPrototype, userAngle, calculatedDistance, beamStartPos, distanceCorrection, controller, bodyState, shader);
var ev = new CreateBeamSuccessEvent(user, target);
RaiseLocalEvent(user, ev);
}
}