129 lines
4.8 KiB
C#
129 lines
4.8 KiB
C#
using System;
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using System.Linq;
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using Content.Server.GameTicking;
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using Content.Server.Projectiles.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.StationEvents.Events
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{
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public sealed class MeteorSwarm : StationEvent
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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public override string Name => "MeteorSwarm";
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public override int EarliestStart => 30;
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public override float Weight => WeightLow;
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public override int? MaxOccurrences => 2;
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public override int MinimumPlayers => 20;
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public override string StartAnnouncement => Loc.GetString("station-event-meteor-swarm-start-announcement");
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protected override string EndAnnouncement => Loc.GetString("station-event-meteor-swarm-ebd-announcement");
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public override string? StartAudio => "/Audio/Announcements/bloblarm.ogg";
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protected override float StartAfter => 30f;
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protected override float EndAfter => float.MaxValue;
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private float _cooldown;
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/// <summary>
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/// We'll send a specific amount of waves of meteors towards the station per ending rather than using a timer.
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/// </summary>
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private int _waveCounter;
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private const int MinimumWaves = 3;
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private const int MaximumWaves = 8;
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private const float MinimumCooldown = 10f;
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private const float MaximumCooldown = 60f;
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private const int MeteorsPerWave = 5;
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private const float MeteorVelocity = 10f;
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private const float MaxAngularVelocity = 0.25f;
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private const float MinAngularVelocity = -0.25f;
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public override void Startup()
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{
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base.Startup();
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var robustRandom = IoCManager.Resolve<IRobustRandom>();
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_waveCounter = robustRandom.Next(MinimumWaves, MaximumWaves);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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_waveCounter = 0;
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_cooldown = 0f;
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EndAfter = float.MaxValue;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (!Started) return;
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if (_waveCounter <= 0)
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{
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Running = false;
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return;
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}
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_cooldown -= frameTime;
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if (_cooldown > 0f) return;
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_waveCounter--;
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_cooldown += (MaximumCooldown - MinimumCooldown) * _robustRandom.NextFloat() + MinimumCooldown;
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Box2? playableArea = null;
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var mapId = EntitySystem.Get<GameTicker>().DefaultMap;
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foreach (var grid in _mapManager.GetAllGrids())
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{
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if (grid.ParentMapId != mapId || !_entityManager.TryGetComponent(grid.GridEntityId, out PhysicsComponent? gridBody)) continue;
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var aabb = gridBody.GetWorldAABB();
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playableArea = playableArea?.Union(aabb) ?? aabb;
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}
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if (playableArea == null)
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{
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EndAfter = float.MinValue;
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return;
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}
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var minimumDistance = (playableArea.Value.TopRight - playableArea.Value.Center).Length + 50f;
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var maximumDistance = minimumDistance + 100f;
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var center = playableArea.Value.Center;
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for (var i = 0; i < MeteorsPerWave; i++)
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{
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var angle = new Angle(_robustRandom.NextFloat() * MathF.Tau);
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var offset = angle.RotateVec(new Vector2((maximumDistance - minimumDistance) * _robustRandom.NextFloat() + minimumDistance, 0));
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var spawnPosition = new MapCoordinates(center + offset, mapId);
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var meteor = _entityManager.SpawnEntity("MeteorLarge", spawnPosition);
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var physics = _entityManager.GetComponent<PhysicsComponent>(meteor);
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physics.BodyStatus = BodyStatus.InAir;
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physics.LinearDamping = 0f;
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physics.AngularDamping = 0f;
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physics.ApplyLinearImpulse(-offset.Normalized * MeteorVelocity * physics.Mass);
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physics.ApplyAngularImpulse(
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// Get a random angular velocity.
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physics.Mass * ((MaxAngularVelocity - MinAngularVelocity) * _robustRandom.NextFloat() +
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MinAngularVelocity));
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// TODO: God this disgusts me but projectile needs a refactor.
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IoCManager.Resolve<IEntityManager>().GetComponent<ProjectileComponent>(meteor).TimeLeft = 120f;
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}
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}
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}
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}
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