using System;
using System.Linq;
using Content.Server.GameTicking;
using Content.Server.Projectiles.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.StationEvents.Events
{
public sealed class MeteorSwarm : StationEvent
{
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IMapManager _mapManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
public override string Name => "MeteorSwarm";
public override int EarliestStart => 30;
public override float Weight => WeightLow;
public override int? MaxOccurrences => 2;
public override int MinimumPlayers => 20;
public override string StartAnnouncement => Loc.GetString("station-event-meteor-swarm-start-announcement");
protected override string EndAnnouncement => Loc.GetString("station-event-meteor-swarm-ebd-announcement");
public override string? StartAudio => "/Audio/Announcements/bloblarm.ogg";
protected override float StartAfter => 30f;
protected override float EndAfter => float.MaxValue;
private float _cooldown;
///
/// We'll send a specific amount of waves of meteors towards the station per ending rather than using a timer.
///
private int _waveCounter;
private const int MinimumWaves = 3;
private const int MaximumWaves = 8;
private const float MinimumCooldown = 10f;
private const float MaximumCooldown = 60f;
private const int MeteorsPerWave = 5;
private const float MeteorVelocity = 10f;
private const float MaxAngularVelocity = 0.25f;
private const float MinAngularVelocity = -0.25f;
public override void Startup()
{
base.Startup();
var robustRandom = IoCManager.Resolve();
_waveCounter = robustRandom.Next(MinimumWaves, MaximumWaves);
}
public override void Shutdown()
{
base.Shutdown();
_waveCounter = 0;
_cooldown = 0f;
EndAfter = float.MaxValue;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!Started) return;
if (_waveCounter <= 0)
{
Running = false;
return;
}
_cooldown -= frameTime;
if (_cooldown > 0f) return;
_waveCounter--;
_cooldown += (MaximumCooldown - MinimumCooldown) * _robustRandom.NextFloat() + MinimumCooldown;
Box2? playableArea = null;
var mapId = EntitySystem.Get().DefaultMap;
foreach (var grid in _mapManager.GetAllGrids())
{
if (grid.ParentMapId != mapId || !_entityManager.TryGetComponent(grid.GridEntityId, out PhysicsComponent? gridBody)) continue;
var aabb = gridBody.GetWorldAABB();
playableArea = playableArea?.Union(aabb) ?? aabb;
}
if (playableArea == null)
{
EndAfter = float.MinValue;
return;
}
var minimumDistance = (playableArea.Value.TopRight - playableArea.Value.Center).Length + 50f;
var maximumDistance = minimumDistance + 100f;
var center = playableArea.Value.Center;
for (var i = 0; i < MeteorsPerWave; i++)
{
var angle = new Angle(_robustRandom.NextFloat() * MathF.Tau);
var offset = angle.RotateVec(new Vector2((maximumDistance - minimumDistance) * _robustRandom.NextFloat() + minimumDistance, 0));
var spawnPosition = new MapCoordinates(center + offset, mapId);
var meteor = _entityManager.SpawnEntity("MeteorLarge", spawnPosition);
var physics = _entityManager.GetComponent(meteor);
physics.BodyStatus = BodyStatus.InAir;
physics.LinearDamping = 0f;
physics.AngularDamping = 0f;
physics.ApplyLinearImpulse(-offset.Normalized * MeteorVelocity * physics.Mass);
physics.ApplyAngularImpulse(
// Get a random angular velocity.
physics.Mass * ((MaxAngularVelocity - MinAngularVelocity) * _robustRandom.NextFloat() +
MinAngularVelocity));
// TODO: God this disgusts me but projectile needs a refactor.
IoCManager.Resolve().GetComponent(meteor).TimeLeft = 120f;
}
}
}
}