using Content.Server.Anomaly.Components; using Content.Server.Atmos.EntitySystems; using Content.Server.Audio; using Content.Server.Explosion.EntitySystems; using Content.Server.Materials; using Content.Server.Radiation.Systems; using Content.Server.Radio.EntitySystems; using Content.Server.Station.Systems; using Content.Shared.Anomaly; using Content.Shared.Anomaly.Components; using Content.Shared.Anomaly.Prototypes; using Content.Shared.DoAfter; using Content.Shared.Random; using Content.Shared.Random.Helpers; using Robust.Server.GameObjects; using Robust.Shared.Audio.Systems; using Robust.Shared.Configuration; using Robust.Shared.Physics.Events; using Robust.Shared.Prototypes; using Robust.Shared.Random; namespace Content.Server.Anomaly; /// /// This handles logic and interactions relating to /// public sealed partial class AnomalySystem : SharedAnomalySystem { [Dependency] private readonly IConfigurationManager _configuration = default!; [Dependency] private readonly IPrototypeManager _prototype = default!; [Dependency] private readonly AmbientSoundSystem _ambient = default!; [Dependency] private readonly AtmosphereSystem _atmosphere = default!; [Dependency] private readonly SharedDoAfterSystem _doAfter = default!; [Dependency] private readonly ExplosionSystem _explosion = default!; [Dependency] private readonly MaterialStorageSystem _material = default!; [Dependency] private readonly SharedPointLightSystem _pointLight = default!; [Dependency] private readonly StationSystem _station = default!; [Dependency] private readonly RadioSystem _radio = default!; [Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly RadiationSystem _radiation = default!; [Dependency] private readonly SharedAudioSystem _audio = default!; [Dependency] private readonly UserInterfaceSystem _ui = default!; public const float MinParticleVariation = 0.8f; public const float MaxParticleVariation = 1.2f; private static readonly ProtoId WeightListProto = "AnomalyBehaviorList"; /// public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnMapInit); SubscribeLocalEvent(OnShutdown); SubscribeLocalEvent(OnStartCollide); InitializeGenerator(); InitializeScanner(); InitializeVessel(); InitializeCommands(); } private void OnMapInit(Entity anomaly, ref MapInitEvent args) { anomaly.Comp.NextPulseTime = Timing.CurTime + GetPulseLength(anomaly.Comp) * 3; // longer the first time ChangeAnomalyStability(anomaly, Random.NextFloat(anomaly.Comp.InitialStabilityRange.Item1 , anomaly.Comp.InitialStabilityRange.Item2), anomaly.Comp); ChangeAnomalySeverity(anomaly, Random.NextFloat(anomaly.Comp.InitialSeverityRange.Item1, anomaly.Comp.InitialSeverityRange.Item2), anomaly.Comp); ShuffleParticlesEffect(anomaly); anomaly.Comp.Continuity = _random.NextFloat(anomaly.Comp.MinContituty, anomaly.Comp.MaxContituty); SetBehavior(anomaly, GetRandomBehavior()); } public void ShuffleParticlesEffect(Entity anomaly) { var particles = new List { AnomalousParticleType.Delta, AnomalousParticleType.Epsilon, AnomalousParticleType.Zeta, AnomalousParticleType.Sigma }; anomaly.Comp.SeverityParticleType = Random.PickAndTake(particles); anomaly.Comp.DestabilizingParticleType = Random.PickAndTake(particles); anomaly.Comp.WeakeningParticleType = Random.PickAndTake(particles); anomaly.Comp.TransformationParticleType = Random.PickAndTake(particles); Dirty(anomaly); } private void OnShutdown(Entity anomaly, ref ComponentShutdown args) { if (anomaly.Comp.CurrentBehavior is not null) RemoveBehavior(anomaly, anomaly.Comp.CurrentBehavior.Value); EndAnomaly(anomaly, spawnCore: false); } private void OnStartCollide(Entity anomaly, ref StartCollideEvent args) { if (!TryComp(args.OtherEntity, out var particle)) return; if (args.OtherFixtureId != particle.FixtureId) return; var behaviorMod = 1f; if (anomaly.Comp.CurrentBehavior != null) { var b = _prototype.Index(anomaly.Comp.CurrentBehavior.Value); behaviorMod = b.ParticleSensivity; } // small function to randomize because it's easier to read like this float VaryValue(float v) => v * behaviorMod * Random.NextFloat(MinParticleVariation, MaxParticleVariation); if (particle.ParticleType == anomaly.Comp.DestabilizingParticleType || particle.DestabilzingOverride) { ChangeAnomalyStability(anomaly, VaryValue(particle.StabilityPerDestabilizingHit), anomaly.Comp); } if (particle.ParticleType == anomaly.Comp.SeverityParticleType || particle.SeverityOverride) { ChangeAnomalySeverity(anomaly, VaryValue(particle.SeverityPerSeverityHit), anomaly.Comp); } if (particle.ParticleType == anomaly.Comp.WeakeningParticleType || particle.WeakeningOverride) { ChangeAnomalyHealth(anomaly, VaryValue(particle.HealthPerWeakeningeHit), anomaly.Comp); ChangeAnomalyStability(anomaly, VaryValue(particle.StabilityPerWeakeningeHit), anomaly.Comp); } if (particle.ParticleType == anomaly.Comp.TransformationParticleType || particle.TransmutationOverride) { ChangeAnomalySeverity(anomaly, VaryValue(particle.SeverityPerSeverityHit), anomaly.Comp); if (_random.Prob(anomaly.Comp.Continuity)) SetBehavior(anomaly, GetRandomBehavior()); } } /// /// Gets the amount of research points generated per second for an anomaly. /// /// /// /// The amount of points public int GetAnomalyPointValue(EntityUid anomaly, AnomalyComponent? component = null) { if (!Resolve(anomaly, ref component, false)) return 0; var multiplier = 1f; if (component.Stability > component.GrowthThreshold) multiplier = component.GrowingPointMultiplier; //more points for unstable //penalty of up to 50% based on health multiplier *= MathF.Pow(1.5f, component.Health) - 0.5f; //Apply behavior modifier if (component.CurrentBehavior != null) { var behavior = _prototype.Index(component.CurrentBehavior.Value); multiplier *= behavior.EarnPointModifier; } var severityValue = 1 / (1 + MathF.Pow(MathF.E, -7 * (component.Severity - 0.5f))); return (int) ((component.MaxPointsPerSecond - component.MinPointsPerSecond) * severityValue * multiplier) + component.MinPointsPerSecond; } /// /// Gets the localized name of a particle. /// /// /// public string GetParticleLocale(AnomalousParticleType type) { return type switch { AnomalousParticleType.Delta => Loc.GetString("anomaly-particles-delta"), AnomalousParticleType.Epsilon => Loc.GetString("anomaly-particles-epsilon"), AnomalousParticleType.Zeta => Loc.GetString("anomaly-particles-zeta"), AnomalousParticleType.Sigma => Loc.GetString("anomaly-particles-sigma"), _ => throw new ArgumentOutOfRangeException() }; } public override void Update(float frameTime) { base.Update(frameTime); UpdateGenerator(); UpdateVessels(); } #region Behavior private string GetRandomBehavior() { var weightList = _prototype.Index(WeightListProto); return weightList.Pick(_random); } private void SetBehavior(Entity anomaly, ProtoId behaviorProto) { if (anomaly.Comp.CurrentBehavior == behaviorProto) return; if (anomaly.Comp.CurrentBehavior != null) RemoveBehavior(anomaly, anomaly.Comp.CurrentBehavior.Value); anomaly.Comp.CurrentBehavior = behaviorProto; var behavior = _prototype.Index(behaviorProto); EntityManager.AddComponents(anomaly, behavior.Components); var ev = new AnomalyBehaviorChangedEvent(anomaly, anomaly.Comp.CurrentBehavior, behaviorProto); RaiseLocalEvent(anomaly, ref ev, true); } private void RemoveBehavior(Entity anomaly, ProtoId behaviorProto) { if (anomaly.Comp.CurrentBehavior == null) return; var behavior = _prototype.Index(behaviorProto); EntityManager.RemoveComponents(anomaly, behavior.Components); } #endregion }