Files
tbd-station-14/Content.Server/GameObjects/Components/NodeContainer/NodeGroups/AMENodeGroup.cs
Acruid ca4fd649fe Massive Namespace Cleanup (#3120)
* Engine namespace changes.

* Automated remove redundant using statements.

* Simplified Graphics namespace.

* Apparently the container system stores full type names in the map file.😞 This updates those names.

* API Changes to LocalizationManager.LoadCulture.

* Update submodule to v0.3.2
2021-02-11 01:13:03 -08:00

181 lines
6.3 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.Explosions;
using Content.Server.GameObjects.Components.NodeContainer.Nodes;
using Content.Server.GameObjects.Components.Power.AME;
using Robust.Shared.GameObjects;
using Robust.Shared.Random;
using Robust.Shared.IoC;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.NodeContainer.NodeGroups
{
/// <summary>
/// Node group class for handling the Antimatter Engine's console and parts.
/// </summary>
[NodeGroup(NodeGroupID.AMEngine)]
public class AMENodeGroup : BaseNodeGroup
{
/// <summary>
/// The AME controller which is currently in control of this node group.
/// This could be tracked a few different ways, but this is most convenient,
/// since any part connected to the node group can easily find the master.
/// </summary>
[ViewVariables]
private AMEControllerComponent? _masterController;
[Dependency]
private readonly IRobustRandom _random = default!;
public AMEControllerComponent? MasterController => _masterController;
private readonly List<AMEShieldComponent> _cores = new();
public int CoreCount => _cores.Count;
protected override void OnAddNode(Node node)
{
base.OnAddNode(node);
if (_masterController == null)
{
node.Owner.TryGetComponent<AMEControllerComponent>(out var controller);
_masterController = controller;
}
}
protected override void OnRemoveNode(Node node)
{
base.OnRemoveNode(node);
RefreshAMENodes(_masterController);
if (_masterController != null && _masterController?.Owner == node.Owner) { _masterController = null; }
}
public void RefreshAMENodes(AMEControllerComponent? controller)
{
if(_masterController == null && controller != null)
{
_masterController = controller;
}
foreach (AMEShieldComponent core in _cores)
{
core.UnsetCore();
}
_cores.Clear();
//Check each shield node to see if it meets core criteria
foreach (Node node in Nodes)
{
if (!node.Owner.TryGetComponent<AMEShieldComponent>(out var shield)) { continue; }
var nodeNeighbors = node.Owner
.GetComponent<SnapGridComponent>()
.GetCellsInSquareArea()
.Select(sgc => sgc.Owner)
.Where(entity => entity != node.Owner)
.Select(entity => entity.TryGetComponent<AMEShieldComponent>(out var adjshield) ? adjshield : null)
.Where(adjshield => adjshield != null);
if (nodeNeighbors.Count() >= 8)
{
_cores.Add(shield);
}
}
foreach (AMEShieldComponent core in _cores)
{
core.SetCore();
}
}
public void UpdateCoreVisuals(int injectionAmount, bool injecting)
{
var injectionStrength = CoreCount > 0 ? injectionAmount / CoreCount : 0;
foreach (AMEShieldComponent core in _cores)
{
core.UpdateCoreVisuals(injectionStrength, injecting);
}
}
public int InjectFuel(int fuel, out bool overloading)
{
overloading = false;
if(fuel > 0 && CoreCount > 0)
{
var safeFuelLimit = CoreCount * 2;
if (fuel > safeFuelLimit)
{
// The AME is being overloaded.
// Note about these maths: I would assume the general idea here is to make larger engines less safe to overload.
// In other words, yes, those are supposed to be CoreCount, not safeFuelLimit.
var instability = 0;
var overloadVsSizeResult = fuel - CoreCount;
// fuel > safeFuelLimit: Slow damage. Can safely run at this level for burst periods if the engine is small and someone is keeping an eye on it.
if (_random.Prob(0.5f))
instability = 1;
// overloadVsSizeResult > 5:
if (overloadVsSizeResult > 5)
instability = 5;
// overloadVsSizeResult > 10: This will explode in at most 5 injections.
if (overloadVsSizeResult > 10)
instability = 20;
// Apply calculated instability
if (instability != 0)
{
overloading = true;
foreach(AMEShieldComponent core in _cores)
{
core.CoreIntegrity -= instability;
}
}
}
// Note the float conversions. The maths will completely fail if not done using floats.
return (int) ((((float) fuel) / CoreCount) * fuel * 20000);
}
return 0;
}
public int GetTotalStability()
{
if(CoreCount < 1) { return 100; }
var stability = 0;
foreach(AMEShieldComponent core in _cores)
{
stability += core.CoreIntegrity;
}
stability = stability / CoreCount;
return stability;
}
public void ExplodeCores()
{
if(_cores.Count < 1 || MasterController == null) { return; }
var intensity = 0;
/*
* todo: add an exact to the shielding and make this find the core closest to the controller
* so they chain explode, after helpers have been added to make it not cancer
*/
var epicenter = _cores.First();
foreach (AMEShieldComponent core in _cores)
{
intensity += MasterController.InjectionAmount;
}
intensity = Math.Min(intensity, 8);
epicenter.Owner.SpawnExplosion(intensity / 2, intensity, intensity * 2, intensity * 3);
}
}
}