using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.Explosions;
using Content.Server.GameObjects.Components.NodeContainer.Nodes;
using Content.Server.GameObjects.Components.Power.AME;
using Robust.Shared.GameObjects.Components.Transform;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
{
///
/// Node group class for handling the Antimatter Engine's console and parts.
///
[NodeGroup(NodeGroupID.AMEngine)]
public class AMENodeGroup : BaseNodeGroup
{
///
/// 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 AMEControllerComponent _masterController;
public AMEControllerComponent MasterController => _masterController;
private List _cores = new List();
public int CoreCount => _cores.Count;
protected override void OnAddNode(Node node)
{
base.OnAddNode(node);
if (_masterController == null)
{
node.Owner.TryGetComponent(out var controller);
_masterController = controller;
}
}
protected override void OnRemoveNode(Node node)
{
base.OnRemoveNode(node);
RefreshAMENodes(_masterController);
if (_masterController != null && _masterController?.Owner == node.Owner) { _masterController = null; }
}
public void RefreshAMENodes(AMEControllerComponent controller)
{
if(_masterController == null && controller != null)
{
_masterController = controller;
}
if (_cores != null) {
foreach (AMEShieldComponent core in _cores)
{
core.UnsetCore();
}
_cores.Clear();
}
//Check each shield node to see if it meets core criteria
foreach (Node node in Nodes)
{
if (!node.Owner.TryGetComponent(out var shield)) { continue; }
var nodeNeighbors = node.Owner
.GetComponent()
.GetCellsInSquareArea()
.Select(sgc => sgc.Owner)
.Where(entity => entity != node.Owner)
.Select(entity => entity.TryGetComponent(out var adjshield) ? adjshield : null)
.Where(adjshield => adjshield != null);
if (nodeNeighbors.Count() >= 8) { _cores.Add(shield); }
}
if (_cores == null) { return; }
foreach (AMEShieldComponent core in _cores)
{
core.SetCore();
}
}
public void UpdateCoreVisuals(int injectionAmount, bool injecting)
{
var injectionStrength = CoreCount > 0 ? injectionAmount / CoreCount : 0;
foreach (AMEShieldComponent core in _cores)
{
core.UpdateCoreVisuals(injectionStrength, injecting);
}
}
public int InjectFuel(int injectionAmount)
{
if(injectionAmount > 0 && CoreCount > 0)
{
var instability = 2 * (injectionAmount / CoreCount);
foreach(AMEShieldComponent core in _cores)
{
core.CoreIntegrity -= instability;
}
return CoreCount * injectionAmount * 15000; //2 core engine injecting 2 fuel per core = 60kW(?)
}
return 0;
}
public int GetTotalStability()
{
if(CoreCount < 1) { return 100; }
var stability = 0;
foreach(AMEShieldComponent core in _cores)
{
stability += core.CoreIntegrity;
}
stability = stability / CoreCount;
return stability;
}
public void ExplodeCores()
{
if(_cores.Count < 1 || MasterController == null) { return; }
var intensity = 0;
/*
* 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 epicenter = _cores.First();
foreach (AMEShieldComponent core in _cores)
{
intensity += MasterController.InjectionAmount;
}
intensity = Math.Min(intensity, 8);
ExplosionHelper.SpawnExplosion(epicenter.Owner.Transform.Coordinates, intensity / 2, intensity, intensity * 2, intensity * 3);
}
}
}