Files
tbd-station-14/Content.Server/Anomaly/AnomalySystem.cs
2023-02-05 12:52:30 -07:00

135 lines
5.6 KiB
C#

using Content.Server.Anomaly.Components;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Audio;
using Content.Server.DoAfter;
using Content.Server.Explosion.EntitySystems;
using Content.Server.Materials;
using Content.Shared.Anomaly;
using Content.Shared.Anomaly.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Configuration;
using Robust.Shared.Physics.Events;
using Robust.Shared.Random;
namespace Content.Server.Anomaly;
/// <summary>
/// This handles logic and interactions relating to <see cref="AnomalyComponent"/>
/// </summary>
public sealed partial class AnomalySystem : SharedAnomalySystem
{
[Dependency] private readonly IConfigurationManager _configuration = default!;
[Dependency] private readonly AmbientSoundSystem _ambient = default!;
[Dependency] private readonly AtmosphereSystem _atmosphere = default!;
[Dependency] private readonly DoAfterSystem _doAfter = default!;
[Dependency] private readonly ExplosionSystem _explosion = default!;
[Dependency] private readonly MaterialStorageSystem _material = default!;
[Dependency] private readonly TransformSystem _transform = default!;
[Dependency] private readonly UserInterfaceSystem _ui = default!;
public const float MinParticleVariation = 0.8f;
public const float MaxParticleVariation = 1.2f;
/// <inheritdoc/>
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<AnomalyComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<AnomalyComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<AnomalyComponent, StartCollideEvent>(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>
{ 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<AnomalousParticleComponent>(args.OtherFixture.Body.Owner, out var particleComponent))
return;
if (args.OtherFixture.ID != particleComponent.FixtureId)
return;
// small function to randomize because it's easier to read like this
float VaryValue(float v) => v * Random.NextFloat(MinParticleVariation, MaxParticleVariation);
if (particleComponent.ParticleType == component.DestabilizingParticleType)
{
ChangeAnomalyStability(uid, VaryValue(component.StabilityPerDestabilizingHit), component);
}
else if (particleComponent.ParticleType == component.SeverityParticleType)
{
ChangeAnomalySeverity(uid, VaryValue(component.SeverityPerSeverityHit), component);
}
else if (particleComponent.ParticleType == component.WeakeningParticleType)
{
ChangeAnomalyHealth(uid, VaryValue(component.HealthPerWeakeningeHit), component);
ChangeAnomalyStability(uid, VaryValue(component.StabilityPerWeakeningeHit), component);
}
}
/// <summary>
/// Gets the amount of research points generated per second for an anomaly.
/// </summary>
/// <param name="anomaly"></param>
/// <param name="component"></param>
/// <returns>The amount of points</returns>
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
else if (component.Stability < component.DecayThreshold)
multiplier = component.DecayingPointMultiplier; //less points if it's dying
//penalty of up to 50% based on health
multiplier *= MathF.Pow(1.5f, component.Health) - 0.5f;
return (int) ((component.MaxPointsPerSecond - component.MinPointsPerSecond) * component.Severity * multiplier);
}
/// <summary>
/// Gets the localized name of a particle.
/// </summary>
/// <param name="type"></param>
/// <returns></returns>
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);
UpdateVessels();
}
}