Files
tbd-station-14/Content.Server/GameObjects/Components/Singularity/EmitterComponent.cs
Pieter-Jan Briers 1eb0fbd8d0 Revert "Physics (#3452)"
This reverts commit 3e64fd56a1.
2021-02-28 18:49:48 +01:00

305 lines
9.8 KiB
C#

using System;
using System.Threading;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Access;
using Content.Server.GameObjects.Components.Power.PowerNetComponents;
using Content.Server.GameObjects.Components.Projectiles;
using Content.Server.Interfaces;
using Content.Server.Utility;
using Content.Shared.GameObjects.Components.Singularity;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Physics;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
using Timer = Robust.Shared.Timing.Timer;
#nullable enable
namespace Content.Server.GameObjects.Components.Singularity
{
[RegisterComponent]
[ComponentReference(typeof(IActivate))]
public class EmitterComponent : Component, IActivate, IInteractUsing
{
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[ComponentDependency] private readonly AppearanceComponent? _appearance = default;
[ComponentDependency] private readonly AccessReader? _accessReader = default;
public override string Name => "Emitter";
private CancellationTokenSource? _timerCancel;
private PowerConsumerComponent _powerConsumer = default!;
// whether the power switch is in "on"
[ViewVariables] private bool _isOn;
// Whether the power switch is on AND the machine has enough power (so is actively firing)
[ViewVariables] private bool _isPowered;
[ViewVariables] private bool _isLocked;
[ViewVariables(VVAccess.ReadWrite)] private int _fireShotCounter;
[ViewVariables(VVAccess.ReadWrite)] private string _fireSound = default!;
[ViewVariables(VVAccess.ReadWrite)] private string _boltType = default!;
[ViewVariables(VVAccess.ReadWrite)] private int _powerUseActive;
[ViewVariables(VVAccess.ReadWrite)] private int _fireBurstSize;
[ViewVariables(VVAccess.ReadWrite)] private TimeSpan _fireInterval;
[ViewVariables(VVAccess.ReadWrite)] private TimeSpan _fireBurstDelayMin;
[ViewVariables(VVAccess.ReadWrite)] private TimeSpan _fireBurstDelayMax;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _fireBurstDelayMin, "fireBurstDelayMin", TimeSpan.FromSeconds(2));
serializer.DataField(ref _fireBurstDelayMax, "fireBurstDelayMax", TimeSpan.FromSeconds(10));
serializer.DataField(ref _fireInterval, "fireInterval", TimeSpan.FromSeconds(2));
serializer.DataField(ref _fireBurstSize, "fireBurstSize", 3);
serializer.DataField(ref _powerUseActive, "powerUseActive", 500);
serializer.DataField(ref _boltType, "boltType", "EmitterBolt");
serializer.DataField(ref _fireSound, "fireSound", "/Audio/Weapons/emitter.ogg");
}
public override void Initialize()
{
base.Initialize();
if (!Owner.TryGetComponent(out _powerConsumer!))
{
Logger.Error($"EmitterComponent {Owner} created with no PowerConsumerComponent");
return;
}
_powerConsumer.OnReceivedPowerChanged += OnReceivedPowerChanged;
}
private void OnReceivedPowerChanged(object? sender, ReceivedPowerChangedEventArgs e)
{
if (!_isOn)
{
return;
}
if (e.ReceivedPower < e.DrawRate)
{
PowerOff();
}
else
{
PowerOn();
}
}
public override void HandleMessage(ComponentMessage message, IComponent? component)
{
base.HandleMessage(message, component);
switch (message)
{
case AnchoredChangedMessage anchoredChanged:
OnAnchoredChanged(anchoredChanged);
break;
}
}
private void OnAnchoredChanged(AnchoredChangedMessage anchoredChanged)
{
if (anchoredChanged.Anchored)
Owner.SnapToGrid();
}
void IActivate.Activate(ActivateEventArgs eventArgs)
{
if (_isLocked)
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("{0:TheName} is access locked!", Owner));
return;
}
if (!_isOn)
{
SwitchOn();
Owner.PopupMessage(eventArgs.User, Loc.GetString("{0:TheName} turns on.", Owner));
}
else
{
SwitchOff();
Owner.PopupMessage(eventArgs.User, Loc.GetString("{0:TheName} turns off.", Owner));
}
}
Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
if (_accessReader == null || !eventArgs.Using.TryGetComponent(out IAccess? access))
{
return Task.FromResult(false);
}
if (_accessReader.IsAllowed(access))
{
_isLocked ^= true;
if (_isLocked)
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("You lock {0:TheName}.", Owner));
}
else
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("You unlock {0:TheName}.", Owner));
}
UpdateAppearance();
}
else
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("Access denied."));
}
return Task.FromResult(true);
}
public void SwitchOff()
{
_isOn = false;
_powerConsumer.DrawRate = 0;
PowerOff();
UpdateAppearance();
}
public void SwitchOn()
{
_isOn = true;
_powerConsumer.DrawRate = _powerUseActive;
// Do not directly PowerOn().
// OnReceivedPowerChanged will get fired due to DrawRate change which will turn it on.
UpdateAppearance();
}
private void PowerOff()
{
if (!_isPowered)
{
return;
}
_isPowered = false;
// Must be set while emitter powered.
DebugTools.AssertNotNull(_timerCancel);
_timerCancel!.Cancel();
UpdateAppearance();
}
private void PowerOn()
{
if (_isPowered)
{
return;
}
_isPowered = true;
_fireShotCounter = 0;
_timerCancel = new CancellationTokenSource();
Timer.Spawn(_fireBurstDelayMax, ShotTimerCallback, _timerCancel.Token);
UpdateAppearance();
}
private void ShotTimerCallback()
{
// Any power-off condition should result in the timer for this method being cancelled
// and thus not firing
DebugTools.Assert(_isPowered);
DebugTools.Assert(_isOn);
DebugTools.Assert(_powerConsumer.DrawRate <= _powerConsumer.ReceivedPower);
Fire();
TimeSpan delay;
if (_fireShotCounter < _fireBurstSize)
{
_fireShotCounter += 1;
delay = _fireInterval;
}
else
{
_fireShotCounter = 0;
var diff = _fireBurstDelayMax - _fireBurstDelayMin;
// TIL you can do TimeSpan * double.
delay = _fireBurstDelayMin + _robustRandom.NextFloat() * diff;
}
// Must be set while emitter powered.
DebugTools.AssertNotNull(_timerCancel);
Timer.Spawn(delay, ShotTimerCallback, _timerCancel!.Token);
}
private void Fire()
{
var projectile = Owner.EntityManager.SpawnEntity(_boltType, Owner.Transform.Coordinates);
if (!projectile.TryGetComponent<PhysicsComponent>(out var physicsComponent))
{
Logger.Error("Emitter tried firing a bolt, but it was spawned without a CollidableComponent");
return;
}
physicsComponent.Status = BodyStatus.InAir;
if (!projectile.TryGetComponent<ProjectileComponent>(out var projectileComponent))
{
Logger.Error("Emitter tried firing a bolt, but it was spawned without a ProjectileComponent");
return;
}
projectileComponent.IgnoreEntity(Owner);
physicsComponent
.EnsureController<BulletController>()
.LinearVelocity = Owner.Transform.WorldRotation.ToVec() * 20f;
projectile.Transform.LocalRotation = Owner.Transform.WorldRotation;
// TODO: Move to projectile's code.
Timer.Spawn(3000, () => projectile.Delete());
EntitySystem.Get<AudioSystem>().PlayFromEntity(_fireSound, Owner);
}
private void UpdateAppearance()
{
if (_appearance == null)
{
return;
}
EmitterVisualState state;
if (_isPowered)
{
state = EmitterVisualState.On;
}
else if (_isOn)
{
state = EmitterVisualState.Underpowered;
}
else
{
state = EmitterVisualState.Off;
}
_appearance.SetData(EmitterVisuals.VisualState, state);
_appearance.SetData(EmitterVisuals.Locked, _isLocked);
}
}
}