using System;
using System.Linq;
using Content.Server.Solar.Components;
using Content.Shared.Physics;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Broadphase;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Solar.EntitySystems
{
///
/// Responsible for maintaining the solar-panel sun angle and updating coverage.
///
[UsedImplicitly]
internal sealed class PowerSolarSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
///
/// The current sun angle.
///
public Angle TowardsSun = Angle.Zero;
///
/// The current sun angular velocity. (This is changed in Initialize)
///
public Angle SunAngularVelocity = Angle.Zero;
///
/// The distance before the sun is considered to have been 'visible anyway'.
/// This value, like the occlusion semantics, is borrowed from all the other SS13 stations with solars.
///
public float SunOcclusionCheckDistance = 20;
///
/// This is the per-second value used to reduce solar panel coverage updates
/// (and the resulting occlusion raycasts)
/// to within sane boundaries.
/// Keep in mind, this is not exact, as the random interval is also applied.
///
public TimeSpan SolarCoverageUpdateInterval = TimeSpan.FromSeconds(0.5);
///
/// A random interval used to stagger solar coverage updates reliably.
///
public TimeSpan SolarCoverageUpdateRandomInterval = TimeSpan.FromSeconds(0.5);
///
/// TODO: *Should be moved into the solar tracker when powernet allows for it.*
/// The current target panel rotation.
///
public Angle TargetPanelRotation = Angle.Zero;
///
/// TODO: *Should be moved into the solar tracker when powernet allows for it.*
/// The current target panel velocity.
///
public Angle TargetPanelVelocity = Angle.Zero;
///
/// TODO: *Should be moved into the solar tracker when powernet allows for it.*
/// Last update of total panel power.
///
public float TotalPanelPower = 0;
public override void Initialize()
{
// Initialize the sun to something random
TowardsSun = MathHelper.TwoPi * _robustRandom.NextDouble();
SunAngularVelocity = Angle.FromDegrees(0.1 + ((_robustRandom.NextDouble() - 0.5) * 0.05));
}
public override void Update(float frameTime)
{
TowardsSun += SunAngularVelocity * frameTime;
TowardsSun = TowardsSun.Reduced();
TargetPanelRotation += TargetPanelVelocity * frameTime;
TargetPanelRotation = TargetPanelRotation.Reduced();
TotalPanelPower = 0;
foreach (var panel in EntityManager.EntityQuery(true))
{
// There's supposed to be rotational logic here, but that implies putting it somewhere.
panel.Owner.Transform.WorldRotation = TargetPanelRotation;
if (panel.TimeOfNextCoverageUpdate < _gameTiming.CurTime)
{
// Setup the next coverage check.
TimeSpan future = SolarCoverageUpdateInterval + (SolarCoverageUpdateRandomInterval * _robustRandom.NextDouble());
panel.TimeOfNextCoverageUpdate = _gameTiming.CurTime + future;
UpdatePanelCoverage(panel);
}
TotalPanelPower += panel.Coverage * panel.MaxSupply;
}
}
private void UpdatePanelCoverage(SolarPanelComponent panel) {
IEntity entity = panel.Owner;
// So apparently, and yes, I *did* only find this out later,
// this is just a really fancy way of saying "Lambert's law of cosines".
// ...I still think this explaination makes more sense.
// In the 'sunRelative' coordinate system:
// the sun is considered to be an infinite distance directly up.
// this is the rotation of the panel relative to that.
// directly upwards (theta = 0) = coverage 1
// left/right 90 degrees (abs(theta) = (pi / 2)) = coverage 0
// directly downwards (abs(theta) = pi) = coverage -1
// as TowardsSun + = CCW,
// panelRelativeToSun should - = CW
var panelRelativeToSun = entity.Transform.WorldRotation - TowardsSun;
// essentially, given cos = X & sin = Y & Y is 'downwards',
// then for the first 90 degrees of rotation in either direction,
// this plots the lower-right quadrant of a circle.
// now basically assume a line going from the negated X/Y to there,
// and that's the hypothetical solar panel.
//
// since, again, the sun is considered to be an infinite distance upwards,
// this essentially means Cos(panelRelativeToSun) is half of the cross-section,
// and since the full cross-section has a max of 2, effectively-halving it is fine.
//
// as for when it goes negative, it only does that when (abs(theta) > pi)
// and that's expected behavior.
float coverage = (float)Math.Max(0, Math.Cos(panelRelativeToSun));
if (coverage > 0)
{
// Determine if the solar panel is occluded, and zero out coverage if so.
// FIXME: The "Opaque" collision group doesn't seem to work right now.
var ray = new CollisionRay(entity.Transform.WorldPosition, TowardsSun.ToWorldVec(), (int) CollisionGroup.Opaque);
var rayCastResults = Get().IntersectRay(entity.Transform.MapID, ray, SunOcclusionCheckDistance, entity);
if (rayCastResults.Any())
coverage = 0;
}
// Total coverage calculated; apply it to the panel.
panel.Coverage = coverage;
}
}
}