Files
tbd-station-14/Content.Server/StationEvents/RadiationStorm.cs
Víctor Aguilera Puerto 6ec2939f15 Refactors radiation (#2009)
* Work on refactoring radiation.

* mmmm grayons

* fixes

* Now you can specify whether the pulse will decay or not

* whoops

* Move IRadiationAct to shared, make DamageableComponent implement it instead and add metallic resistances to walls

* General improvements, send draw and decay with state. Rename DPS to RadsPerSecond

* E N T I T Y  C O O R D I N A T E S

* Entity coordinates goood

* Remove unused using statements

* resistances: metallicResistances

* - type: Breakable moment

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2020-09-21 01:49:40 +02:00

135 lines
4.5 KiB
C#

using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.StationEvents;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.Utility;
using JetBrains.Annotations;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Random;
namespace Content.Server.StationEvents
{
[UsedImplicitly]
public sealed class RadiationStorm : StationEvent
{
// Based on Goonstation style radiation storm with some TG elements (announcer, etc.)
[Dependency] private IEntityManager _entityManager = default!;
[Dependency] private IMapManager _mapManager = default!;
[Dependency] private IRobustRandom _robustRandom = default!;
public override string Name => "RadiationStorm";
protected override string StartAnnouncement => Loc.GetString(
"High levels of radiation detected near the station. Evacuate any areas containing abnormal green energy fields.");
protected override string EndAnnouncement => Loc.GetString(
"The radiation threat has passed. Please return to your workplaces.");
/// <summary>
/// How long until the radiation storm starts
/// </summary>
private const float StartupTime = 10;
/// <summary>
/// How long the radiation storm has been running for
/// </summary>
private float _timeElapsed;
private int _pulsesRemaining;
private float _timeUntilPulse;
private const float MinPulseDelay = 0.2f;
private const float MaxPulseDelay = 0.8f;
public override void Startup()
{
base.Startup();
EntitySystem.Get<AudioSystem>().PlayGlobal("/Audio/Announcements/radiation.ogg");
IoCManager.InjectDependencies(this);
_timeElapsed = 0.0f;
_pulsesRemaining = _robustRandom.Next(30, 100);
var componentManager = IoCManager.Resolve<IComponentManager>();
foreach (var overlay in componentManager.EntityQuery<ServerOverlayEffectsComponent>())
{
overlay.AddOverlay(SharedOverlayID.RadiationPulseOverlay);
}
}
public override void Shutdown()
{
base.Shutdown();
// IOC uninject?
_entityManager = null;
_mapManager = null;
_robustRandom = null;
var componentManager = IoCManager.Resolve<IComponentManager>();
foreach (var overlay in componentManager.EntityQuery<ServerOverlayEffectsComponent>())
{
overlay.RemoveOverlay(SharedOverlayID.RadiationPulseOverlay);
}
}
public override void Update(float frameTime)
{
_timeElapsed += frameTime;
if (_pulsesRemaining == 0)
{
Running = false;
}
if (!Running)
{
return;
}
if (_timeElapsed < StartupTime)
{
return;
}
_timeUntilPulse -= frameTime;
if (_timeUntilPulse <= 0.0f)
{
// TODO: Probably rate-limit this for small grids (e.g. no more than 25% covered)
foreach (var grid in _mapManager.GetAllGrids())
{
if (grid.IsDefaultGrid) continue;
SpawnPulse(grid);
}
}
}
private void SpawnPulse(IMapGrid mapGrid)
{
var pulse = _entityManager.SpawnEntity("RadiationPulse", FindRandomGrid(mapGrid));
pulse.GetComponent<RadiationPulseComponent>().DoPulse();
_timeUntilPulse = _robustRandom.NextFloat() * (MaxPulseDelay - MinPulseDelay) + MinPulseDelay;
_pulsesRemaining -= 1;
}
private EntityCoordinates FindRandomGrid(IMapGrid mapGrid)
{
// TODO: Need to get valid tiles? (maybe just move right if the tile we chose is invalid?)
var randomX = _robustRandom.Next((int) mapGrid.WorldBounds.Left, (int) mapGrid.WorldBounds.Right);
var randomY = _robustRandom.Next((int) mapGrid.WorldBounds.Bottom, (int) mapGrid.WorldBounds.Top);
return mapGrid.ToCoordinates(randomX, randomY);
}
}
}