-using System.Linq;
+using System.Linq;
using Content.Shared.Ghost;
using Content.Shared.Movement.Pulling.Components;
using Content.Shared.Movement.Pulling.Systems;
using Content.Shared.Projectiles;
using Content.Shared.Teleportation.Components;
using Content.Shared.Verbs;
-using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Map;
using Robust.Shared.Network;
namespace Content.Shared.Teleportation.Systems;
/// <summary>
-/// This handles teleporting entities through portals, and creating new linked portals.
+/// This handles teleporting entities from a portal to a linked portal, or to a random nearby destination.
+/// Uses <see cref="LinkedEntitySystem"/> to get linked portals.
/// </summary>
+/// <seealso cref="PortalComponent"/>
public abstract class SharedPortalSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
/// <inheritdoc/>
public override void Initialize()
{
+ SubscribeLocalEvent<PortalComponent, GetVerbsEvent<AlternativeVerb>>(OnGetVerbs);
+
SubscribeLocalEvent<PortalComponent, StartCollideEvent>(OnCollide);
SubscribeLocalEvent<PortalComponent, EndCollideEvent>(OnEndCollide);
- SubscribeLocalEvent<PortalComponent, GetVerbsEvent<AlternativeVerb>>(OnGetVerbs);
}
- private void OnGetVerbs(EntityUid uid, PortalComponent component, GetVerbsEvent<AlternativeVerb> args)
+ private void OnGetVerbs(Entity<PortalComponent> ent, ref GetVerbsEvent<AlternativeVerb> args)
{
// Traversal altverb for ghosts to use that bypasses normal functionality
if (!args.CanAccess || !HasComp<GhostComponent>(args.User))
// Don't use the verb with unlinked or with multi-output portals
// (this is only intended to be useful for ghosts to see where a linked portal leads)
- var disabled = !TryComp<LinkedEntityComponent>(uid, out var link) || link.LinkedEntities.Count != 1;
+ var disabled = !TryComp<LinkedEntityComponent>(ent, out var link) || link.LinkedEntities.Count != 1;
+ var subject = args.User;
args.Verbs.Add(new AlternativeVerb
{
Priority = 11,
if (link == null || disabled)
return;
- var ent = link.LinkedEntities.First();
- TeleportEntity(uid, args.User, Transform(ent).Coordinates, ent, false);
+ // check prediction
+ if (_netMan.IsClient && !CanPredictTeleport((ent, link)))
+ return;
+
+ var destination = link.LinkedEntities.First();
+
+ TeleportEntity(ent, subject, Transform(destination).Coordinates, destination, false);
},
Disabled = disabled,
Text = Loc.GetString("portal-component-ghost-traverse"),
});
}
- private bool ShouldCollide(string ourId, string otherId, Fixture our, Fixture other)
- {
- // most non-hard fixtures shouldn't pass through portals, but projectiles are non-hard as well
- // and they should still pass through
- return ourId == PortalFixture && (other.Hard || otherId == ProjectileFixture);
- }
-
- private void OnCollide(EntityUid uid, PortalComponent component, ref StartCollideEvent args)
+ private void OnCollide(Entity<PortalComponent> ent, ref StartCollideEvent args)
{
if (!ShouldCollide(args.OurFixtureId, args.OtherFixtureId, args.OurFixture, args.OtherFixture))
return;
if (Transform(subject).Anchored)
return;
- // break pulls before portal enter so we dont break shit
+ // break pulls before portal enter so we don't break shit
if (TryComp<PullableComponent>(subject, out var pullable) && pullable.BeingPulled)
{
_pulling.TryStopPull(subject, pullable);
return;
}
- if (TryComp<LinkedEntityComponent>(uid, out var link))
+ if (TryComp<LinkedEntityComponent>(ent, out var link))
{
if (link.LinkedEntities.Count == 0)
return;
- // client can't predict outside of simple portal-to-portal interactions due to randomness involved
- // --also can't predict if the target doesn't exist on the client / is outside of PVS
- if (_netMan.IsClient)
- {
- var first = link.LinkedEntities.First();
- var exists = Exists(first);
- if (link.LinkedEntities.Count != 1 || !exists || (exists && Transform(first).MapID == MapId.Nullspace))
- return;
- }
+ // check prediction
+ if (_netMan.IsClient && !CanPredictTeleport((ent, link)))
+ return;
// pick a target and teleport there
var target = _random.Pick(link.LinkedEntities);
if (HasComp<PortalComponent>(target))
{
- // if target is a portal, signal that they shouldn't be immediately portaled back
+ // if target is a portal, signal that they shouldn't be immediately teleported back
var timeout = EnsureComp<PortalTimeoutComponent>(subject);
- timeout.EnteredPortal = uid;
+ timeout.EnteredPortal = ent;
Dirty(subject, timeout);
}
- TeleportEntity(uid, subject, Transform(target).Coordinates, target);
+ TeleportEntity(ent, subject, Transform(target).Coordinates, target);
return;
}
return;
// no linked entity--teleport randomly
- if (component.RandomTeleport)
- TeleportRandomly(uid, subject, component);
+ if (ent.Comp.RandomTeleport)
+ TeleportRandomly(ent, subject);
}
- private void OnEndCollide(EntityUid uid, PortalComponent component, ref EndCollideEvent args)
+ private void OnEndCollide(Entity<PortalComponent> ent, ref EndCollideEvent args)
{
if (!ShouldCollide(args.OurFixtureId, args.OtherFixtureId, args.OurFixture, args.OtherFixture))
return;
var subject = args.OtherEntity;
- // if they came from (not us), remove the timeout
- if (TryComp<PortalTimeoutComponent>(subject, out var timeout) && timeout.EnteredPortal != uid)
+ // if they came from a different portal, remove the timeout
+ if (TryComp<PortalTimeoutComponent>(subject, out var timeout) && timeout.EnteredPortal != ent)
{
RemCompDeferred<PortalTimeoutComponent>(subject);
}
}
- private void TeleportEntity(EntityUid portal, EntityUid subject, EntityCoordinates target, EntityUid? targetEntity = null, bool playSound = true,
- PortalComponent? portalComponent = null)
+ /// <summary>
+ /// Checks if the colliding fixtures are the ones we want.
+ /// </summary>
+ /// <returns>
+ /// False if our fixture is not a portal fixture.
+ /// False if other fixture is not hard, but makes an exception for projectiles.
+ /// </returns>
+ private bool ShouldCollide(string ourId, string otherId, Fixture our, Fixture other)
{
- if (!Resolve(portal, ref portalComponent))
- return;
+ return ourId == PortalFixture && (other.Hard || otherId == ProjectileFixture);
+ }
+
+ /// <summary>
+ /// Checks if the client is able to predict the teleport.
+ /// Client can't predict outside 1-to-1 portal-to-portal interactions due to randomness involved.
+ /// </summary>
+ /// <returns>
+ /// False if the linked entity count isn't 1.
+ /// False if the linked entity doesn't exist on the client / is outside PVS.
+ /// </returns>
+ private bool CanPredictTeleport(Entity<LinkedEntityComponent> portal)
+ {
+ var first = portal.Comp.LinkedEntities.First();
+ var exists = Exists(first);
- var ourCoords = Transform(portal).Coordinates;
+ if (!exists ||
+ portal.Comp.LinkedEntities.Count != 1 || // 0 and >1 use RNG
+ exists && Transform(first).MapID == MapId.Nullspace) // The linked entity is most likely outside PVS
+ return false;
+
+ return true;
+ }
+
+ /// <summary>
+ /// Handles teleporting a subject from the portal entity to a coordinate.
+ /// Also deletes invalid portals.
+ /// </summary>
+ /// <param name="ent"> The portal being collided with. </param>
+ /// <param name="subject"> The entity getting teleported. </param>
+ /// <param name="target"> The location to teleport to. </param>
+ /// <param name="targetEntity"> The portal on the other side of the teleport. </param>
+ private void TeleportEntity(Entity<PortalComponent> ent, EntityUid subject, EntityCoordinates target, EntityUid? targetEntity = null, bool playSound = true)
+ {
+ var ourCoords = Transform(ent).Coordinates;
var onSameMap = _transform.GetMapId(ourCoords) == _transform.GetMapId(target);
- var distanceInvalid = portalComponent.MaxTeleportRadius != null
+ var distanceInvalid = ent.Comp.MaxTeleportRadius != null
&& ourCoords.TryDistance(EntityManager, target, out var distance)
- && distance > portalComponent.MaxTeleportRadius;
+ && distance > ent.Comp.MaxTeleportRadius;
- if (!onSameMap && !portalComponent.CanTeleportToOtherMaps || distanceInvalid)
+ // Early out if this is an invalid configuration
+ if (!onSameMap && !ent.Comp.CanTeleportToOtherMaps || distanceInvalid)
{
- if (!_netMan.IsServer)
+ if (_netMan.IsClient)
return;
- // Early out if this is an invalid configuration
_popup.PopupCoordinates(Loc.GetString("portal-component-invalid-configuration-fizzle"),
ourCoords, Filter.Pvs(ourCoords, entityMan: EntityManager), true);
_popup.PopupCoordinates(Loc.GetString("portal-component-invalid-configuration-fizzle"),
target, Filter.Pvs(target, entityMan: EntityManager), true);
- QueueDel(portal);
+ QueueDel(ent);
if (targetEntity != null)
QueueDel(targetEntity.Value);
return;
}
- var arrivalSound = CompOrNull<PortalComponent>(targetEntity)?.ArrivalSound ?? portalComponent.ArrivalSound;
- var departureSound = portalComponent.DepartureSound;
+ var arrivalSound = CompOrNull<PortalComponent>(targetEntity)?.ArrivalSound ?? ent.Comp.ArrivalSound;
+ var departureSound = ent.Comp.DepartureSound;
// Some special cased stuff: projectiles should stop ignoring shooter when they enter a portal, to avoid
// stacking 500 bullets in between 2 portals and instakilling people--you'll just hit yourself instead
projectile.IgnoreShooter = false;
}
- LogTeleport(portal, subject, Transform(subject).Coordinates, target);
+ LogTeleport(ent, subject, Transform(subject).Coordinates, target);
_transform.SetCoordinates(subject, target);
if (!playSound)
return;
- _audio.PlayPredicted(departureSound, portal, subject);
+ _audio.PlayPredicted(departureSound, ent, subject);
_audio.PlayPredicted(arrivalSound, subject, subject);
}
- private void TeleportRandomly(EntityUid portal, EntityUid subject, PortalComponent? component = null)
+ /// <summary>
+ /// Finds a random coordinate within the portal's radius and teleports the subject there.
+ /// Attempts to not put the subject inside a static entity (e.g. wall).
+ /// </summary>
+ /// <param name="ent"> The portal being collided with. </param>
+ /// <param name="subject"> The entity getting teleported. </param>
+ private void TeleportRandomly(Entity<PortalComponent> ent, EntityUid subject)
{
- if (!Resolve(portal, ref component))
- return;
-
- var xform = Transform(portal);
+ var xform = Transform(ent);
var coords = xform.Coordinates;
- var newCoords = coords.Offset(_random.NextVector2(component.MaxRandomRadius));
+ var newCoords = coords.Offset(_random.NextVector2(ent.Comp.MaxRandomRadius));
for (var i = 0; i < MaxRandomTeleportAttempts; i++)
{
- var randVector = _random.NextVector2(component.MaxRandomRadius);
+ var randVector = _random.NextVector2(ent.Comp.MaxRandomRadius);
newCoords = coords.Offset(randVector);
if (!_lookup.AnyEntitiesIntersecting(_transform.ToMapCoordinates(newCoords), LookupFlags.Static))
{
+ // newCoords is not a wall
break;
}
+ // after "MaxRandomTeleportAttempts" attempts, end up in the walls
}
- TeleportEntity(portal, subject, newCoords);
+ TeleportEntity(ent, subject, newCoords);
}
protected virtual void LogTeleport(EntityUid portal, EntityUid subject, EntityCoordinates source,