Use map coordinates for spraying (#9505)

This commit is contained in:
TekuNut
2022-07-12 03:37:02 +01:00
committed by GitHub
parent fd4ca91d6f
commit 97f995b986
3 changed files with 43 additions and 24 deletions

View File

@@ -22,6 +22,7 @@ public sealed class SpraySystem : EntitySystem
[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
[Dependency] private readonly VaporSystem _vaporSystem = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
public override void Initialize()
{
@@ -52,48 +53,66 @@ public sealed class SpraySystem : EntitySystem
if (solution.CurrentVolume <= 0)
{
_popupSystem.PopupEntity( Loc.GetString("spray-component-is-empty-message"),uid,
_popupSystem.PopupEntity(Loc.GetString("spray-component-is-empty-message"), uid,
Filter.Entities(args.User));
return;
}
var playerPos = Transform(args.User).Coordinates;
var userXform = Transform(args.User);
if (args.ClickLocation.GetGridUid(EntityManager) != playerPos.GetGridUid(EntityManager))
// The grid/map entity to attach the vapor to.
EntityUid vaporSpawnEntityUid;
if (userXform.GridUid != null)
vaporSpawnEntityUid = userXform.GridUid.Value;
else if (userXform.MapUid != null)
vaporSpawnEntityUid = userXform.MapUid.Value;
else
return;
var direction = (args.ClickLocation.Position - playerPos.Position).Normalized;
var threeQuarters = direction * 0.75f;
var quarter = direction * 0.25f;
var gridMapXform = Transform(vaporSpawnEntityUid);
var gridMapInvMatrix = gridMapXform.InvWorldMatrix;
var userMapPos = userXform.MapPosition;
var clickMapPos = args.ClickLocation.ToMap(EntityManager);
var diffPos = clickMapPos.Position - userMapPos.Position;
if (diffPos == Vector2.Zero || diffPos == Vector2.NaN)
return;
var diffLength = diffPos.Length;
var diffNorm = diffPos.Normalized;
var diffAngle = diffNorm.ToAngle();
// Vectors to determine the spawn offset of the vapor clouds.
var threeQuarters = diffNorm * 0.75f;
var quarter = diffNorm * 0.25f;
var amount = Math.Max(Math.Min((solution.CurrentVolume / component.TransferAmount).Int(), component.VaporAmount), 1);
var spread = component.VaporSpread / amount;
for (var i = 0; i < amount; i++)
{
var rotation = new Angle(direction.ToAngle() + Angle.FromDegrees(spread * i) -
var rotation = new Angle(diffAngle + Angle.FromDegrees(spread * i) -
Angle.FromDegrees(spread * (amount - 1) / 2));
var (_, diffPos) = args.ClickLocation - playerPos;
var diffNorm = diffPos.Normalized;
var diffLength = diffPos.Length;
var target = Transform(args.User).Coordinates
// Calculate the destination for the vapor cloud. Limit to the maximum spray distance.
var target = userMapPos
.Offset((diffNorm + rotation.ToVec()).Normalized * diffLength + quarter);
if (target.TryDistance(EntityManager, playerPos, out var distance) && distance > component.SprayDistance)
target = Transform(args.User).Coordinates
.Offset(diffNorm * component.SprayDistance);
var distance = target.Position.Length;
if (distance > component.SprayDistance)
target = userMapPos.Offset(diffNorm * component.SprayDistance);
var newSolution = _solutionContainerSystem.SplitSolution(uid, solution, component.TransferAmount);
if (newSolution.TotalVolume <= FixedPoint2.Zero)
break;
var vapor = Spawn(component.SprayedPrototype,
playerPos.Offset(distance < 1 ? quarter : threeQuarters));
Transform(vapor).LocalRotation = rotation;
// Spawn the vapor cloud onto the grid/map the user is present on. Offset the start position based on how far the target destination is.
var vaporPos = userMapPos.Offset(distance < 1 ? quarter : threeQuarters).Position;
var vapor = Spawn(component.SprayedPrototype, new EntityCoordinates(vaporSpawnEntityUid, gridMapInvMatrix.Transform(vaporPos)));
Transform(vapor).WorldRotation = rotation;
if (TryComp(vapor, out AppearanceComponent? appearance))
{
@@ -106,9 +125,10 @@ public sealed class SpraySystem : EntitySystem
_vaporSystem.TryAddSolution(vaporComponent, newSolution);
// impulse direction is defined in world-coordinates, not local coordinates
var impulseDirection = Transform(vapor).WorldRotation.ToVec();
var impulseDirection = rotation.ToVec();
_vaporSystem.Start(vaporComponent, impulseDirection, component.SprayVelocity, target, component.SprayAliveTime);
// Apply the reaction force to the user.
if (component.Impulse > 0f && TryComp(args.User, out PhysicsComponent? body))
body.ApplyLinearImpulse(-impulseDirection * component.Impulse);
}