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.Radio.EntitySystems; using Content.Shared.Anomaly; using Content.Shared.Anomaly.Components; using Content.Shared.DoAfter; using Robust.Server.GameObjects; 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 RadioSystem _radio = default!; [Dependency] private readonly UserInterfaceSystem _ui = default!; public const float MinParticleVariation = 0.8f; public const float MaxParticleVariation = 1.2f; /// public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnMapInit); SubscribeLocalEvent(OnShutdown); SubscribeLocalEvent(OnStartCollide); InitializeGenerator(); InitializeScanner(); InitializeVessel(); } private void OnMapInit(EntityUid uid, AnomalyComponent component, MapInitEvent args) { component.NextPulseTime = Timing.CurTime + GetPulseLength(component) * 3; // longer the first time ChangeAnomalyStability(uid, Random.NextFloat(component.InitialStabilityRange.Item1 , component.InitialStabilityRange.Item2), component); ChangeAnomalySeverity(uid, Random.NextFloat(component.InitialSeverityRange.Item1, component.InitialSeverityRange.Item2), component); var particles = new List { AnomalousParticleType.Delta, AnomalousParticleType.Epsilon, AnomalousParticleType.Zeta }; component.SeverityParticleType = Random.PickAndTake(particles); component.DestabilizingParticleType = Random.PickAndTake(particles); component.WeakeningParticleType = Random.PickAndTake(particles); } private void OnShutdown(EntityUid uid, AnomalyComponent component, ComponentShutdown args) { EndAnomaly(uid, component); } private void OnStartCollide(EntityUid uid, AnomalyComponent component, ref StartCollideEvent args) { if (!TryComp(args.OtherFixture.Body.Owner, out var particle)) return; if (args.OtherFixture.ID != particle.FixtureId) return; // small function to randomize because it's easier to read like this float VaryValue(float v) => v * Random.NextFloat(MinParticleVariation, MaxParticleVariation); if (particle.ParticleType == component.DestabilizingParticleType || particle.DestabilzingOverride) { ChangeAnomalyStability(uid, VaryValue(particle.StabilityPerDestabilizingHit), component); } if (particle.ParticleType == component.SeverityParticleType || particle.SeverityOverride) { ChangeAnomalySeverity(uid, VaryValue(particle.SeverityPerSeverityHit), component); } if (particle.ParticleType == component.WeakeningParticleType || particle.WeakeningOverride) { ChangeAnomalyHealth(uid, VaryValue(particle.HealthPerWeakeningeHit), component); ChangeAnomalyStability(uid, VaryValue(particle.StabilityPerWeakeningeHit), component); } } /// /// 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; 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"), _ => throw new ArgumentOutOfRangeException() }; } public override void Update(float frameTime) { base.Update(frameTime); UpdateGenerator(); UpdateVessels(); } }