using System.Linq; using Content.Server.Ame.Components; using Content.Server.Ame.EntitySystems; using Content.Server.Chat.Managers; using Content.Server.Explosion.EntitySystems; using Content.Server.NodeContainer.NodeGroups; using Content.Server.NodeContainer.Nodes; using Robust.Shared.Map; using Robust.Shared.Random; namespace Content.Server.Ame; /// /// Node group class for handling the Antimatter Engine's console and parts. /// [NodeGroup(NodeGroupID.AMEngine)] public sealed class AmeNodeGroup : BaseNodeGroup { [Dependency] private readonly IChatManager _chat = default!; [Dependency] private readonly IEntityManager _entMan = default!; [Dependency] private readonly IMapManager _mapManager = default!; [Dependency] private readonly IRobustRandom _random = default!; /// /// The AME controller which is currently in control of this node group. /// This could be tracked a few different ways, but this is most convenient, /// since any part connected to the node group can easily find the master. /// [ViewVariables] private EntityUid? _masterController; public EntityUid? MasterController => _masterController; /// /// The set of AME shielding units that currently count as cores for the AME. /// private readonly List _cores = new(); public int CoreCount => _cores.Count; public override void LoadNodes(List groupNodes) { base.LoadNodes(groupNodes); EntityUid? gridEnt = null; var ameControllerSystem = _entMan.System(); var ameShieldingSystem = _entMan.System(); var shieldQuery = _entMan.GetEntityQuery(); var controllerQuery = _entMan.GetEntityQuery(); var xformQuery = _entMan.GetEntityQuery(); foreach (var node in groupNodes) { var nodeOwner = node.Owner; if (!shieldQuery.TryGetComponent(nodeOwner, out var shield)) continue; if (!xformQuery.TryGetComponent(nodeOwner, out var xform)) continue; if (!_mapManager.TryGetGrid(xform.GridUid, out var grid)) continue; if (gridEnt == null) gridEnt = xform.GridUid; else if (gridEnt != xform.GridUid) continue; var nodeNeighbors = grid.GetCellsInSquareArea(xform.Coordinates, 1) .Where(entity => entity != nodeOwner && shieldQuery.HasComponent(entity)); if (nodeNeighbors.Count() >= 8) { _cores.Add(nodeOwner); ameShieldingSystem.SetCore(nodeOwner, true, shield); // Core visuals will be updated later. } else { ameShieldingSystem.SetCore(nodeOwner, false, shield); } } // Separate to ensure core count is correctly updated. foreach (var node in groupNodes) { var nodeOwner = node.Owner; if (!controllerQuery.TryGetComponent(nodeOwner, out var controller)) continue; if (_masterController == null) _masterController = nodeOwner; ameControllerSystem.UpdateUi(nodeOwner, controller); } UpdateCoreVisuals(); } public void UpdateCoreVisuals() { var injectionAmount = 0; var injecting = false; if (_entMan.TryGetComponent(_masterController, out var controller)) { injectionAmount = controller.InjectionAmount; injecting = controller.Injecting; } var injectionStrength = CoreCount > 0 ? injectionAmount / CoreCount : 0; var coreSystem = _entMan.System(); foreach (var coreUid in _cores) { coreSystem.UpdateCoreVisuals(coreUid, injectionStrength, injecting); } } public float InjectFuel(int fuel, out bool overloading) { overloading = false; var shieldQuery = _entMan.GetEntityQuery(); if (fuel <= 0 || CoreCount <= 0) return 0; var safeFuelLimit = CoreCount * 2; // Note the float conversions. The maths will completely fail if not done using floats. // Oh, and don't ever stuff the result of this in an int. Seriously. var floatFuel = (float) fuel; var floatCores = (float) CoreCount; var powerOutput = 20000f * floatFuel * floatFuel / floatCores; if (fuel <= safeFuelLimit) return powerOutput; // The AME is being overloaded. // Note about these maths: I would assume the general idea here is to make larger engines less safe to overload. // In other words, yes, those are supposed to be CoreCount, not safeFuelLimit. var instability = 0; var overloadVsSizeResult = fuel - CoreCount; // fuel > safeFuelLimit: Slow damage. Can safely run at this level for burst periods if the engine is small and someone is keeping an eye on it. if (_random.Prob(0.5f)) instability = 1; // overloadVsSizeResult > 5: if (overloadVsSizeResult > 5) instability = 3; // overloadVsSizeResult > 10: This will explode in at most 20 injections. if (overloadVsSizeResult > 10) instability = 5; // Apply calculated instability if (instability == 0) return powerOutput; overloading = true; var integrityCheck = 100; foreach (var coreUid in _cores) { if (!shieldQuery.TryGetComponent(coreUid, out var core)) continue; var oldIntegrity = core.CoreIntegrity; core.CoreIntegrity -= instability; if (oldIntegrity > 95 && core.CoreIntegrity <= 95 && core.CoreIntegrity < integrityCheck) integrityCheck = core.CoreIntegrity; } // Admin alert if (integrityCheck != 100 && _masterController.HasValue) _chat.SendAdminAlert($"AME overloading: {_entMan.ToPrettyString(_masterController.Value)}"); return powerOutput; } public int GetTotalStability() { if (CoreCount < 1) return 100; var stability = 0; var coreQuery = _entMan.GetEntityQuery(); foreach (var coreUid in _cores) { if (coreQuery.TryGetComponent(coreUid, out var core)) stability += core.CoreIntegrity; } stability /= CoreCount; return stability; } public void ExplodeCores() { if (_cores.Count < 1 || !_entMan.TryGetComponent(MasterController, out var controller)) return; /* * todo: add an exact to the shielding and make this find the core closest to the controller * so they chain explode, after helpers have been added to make it not cancer */ var radius = Math.Min(2 * CoreCount * controller.InjectionAmount, 8f); _entMan.System().TriggerExplosive(MasterController.Value, radius: radius, delete: false); } }