Files
tbd-station-14/Content.Server/Turrets/DeployableTurretSystem.cs
metalgearsloth 63dfd21b14 Predict dumping (#32394)
* Predict dumping

- This got soaped really fucking hard.
- Dumping is predicted, this required disposals to be predicte.d
- Disposals required mailing (because it's tightly coupled), and a smidge of other content systems.
- I also had to fix a compnetworkgenerator issue at the same time so it wouldn't mispredict.

* Fix a bunch of stuff

* nasty merge

* Some reviews

* Some more reviews while I stash

* Fix merge

* Fix merge

* Half of review

* Review

* re(h)f

* lizards

* feexes

* feex
2025-04-19 16:20:40 +10:00

178 lines
7.0 KiB
C#

using Content.Server.Destructible;
using Content.Server.DeviceNetwork;
using Content.Server.DeviceNetwork.Components;
using Content.Server.DeviceNetwork.Systems;
using Content.Server.NPC.HTN;
using Content.Server.NPC.HTN.PrimitiveTasks.Operators.Combat.Ranged;
using Content.Server.Power.Components;
using Content.Server.Repairable;
using Content.Shared.Destructible;
using Content.Shared.DeviceNetwork;
using Content.Shared.DeviceNetwork.Components;
using Content.Shared.DeviceNetwork.Events;
using Content.Shared.Power;
using Content.Shared.Turrets;
using Content.Shared.Weapons.Ranged.Events;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Timing;
namespace Content.Server.Turrets;
public sealed partial class DeployableTurretSystem : SharedDeployableTurretSystem
{
[Dependency] private readonly HTNSystem _htn = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly DeviceNetworkSystem _deviceNetwork = default!;
[Dependency] private readonly IGameTiming _timing = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DeployableTurretComponent, AmmoShotEvent>(OnAmmoShot);
SubscribeLocalEvent<DeployableTurretComponent, ChargeChangedEvent>(OnChargeChanged);
SubscribeLocalEvent<DeployableTurretComponent, PowerChangedEvent>(OnPowerChanged);
SubscribeLocalEvent<DeployableTurretComponent, BreakageEventArgs>(OnBroken);
SubscribeLocalEvent<DeployableTurretComponent, RepairedEvent>(OnRepaired);
SubscribeLocalEvent<DeployableTurretComponent, BeforeBroadcastAttemptEvent>(OnBeforeBroadcast);
}
private void OnAmmoShot(Entity<DeployableTurretComponent> ent, ref AmmoShotEvent args)
{
UpdateAmmoStatus(ent);
}
private void OnChargeChanged(Entity<DeployableTurretComponent> ent, ref ChargeChangedEvent args)
{
UpdateAmmoStatus(ent);
}
private void OnPowerChanged(Entity<DeployableTurretComponent> ent, ref PowerChangedEvent args)
{
UpdateAmmoStatus(ent);
}
private void OnBroken(Entity<DeployableTurretComponent> ent, ref BreakageEventArgs args)
{
if (TryComp<AppearanceComponent>(ent, out var appearance))
_appearance.SetData(ent, DeployableTurretVisuals.Broken, true, appearance);
SetState(ent, false);
}
private void OnRepaired(Entity<DeployableTurretComponent> ent, ref RepairedEvent args)
{
if (TryComp<AppearanceComponent>(ent, out var appearance))
_appearance.SetData(ent, DeployableTurretVisuals.Broken, false, appearance);
}
private void OnBeforeBroadcast(Entity<DeployableTurretComponent> ent, ref BeforeBroadcastAttemptEvent args)
{
if (!TryComp<DeviceNetworkComponent>(ent, out var deviceNetwork))
return;
var recipientDeviceNetworks = new HashSet<DeviceNetworkComponent>();
// Only broadcast to connected devices
foreach (var recipient in deviceNetwork.DeviceLists)
{
if (!TryComp<DeviceNetworkComponent>(recipient, out var recipientDeviceNetwork))
continue;
recipientDeviceNetworks.Add(recipientDeviceNetwork);
}
if (recipientDeviceNetworks.Count > 0)
args.ModifiedRecipients = recipientDeviceNetworks;
}
private void SendStateUpdateToDeviceNetwork(Entity<DeployableTurretComponent> ent)
{
if (!TryComp<DeviceNetworkComponent>(ent, out var device))
return;
var payload = new NetworkPayload
{
[DeviceNetworkConstants.Command] = DeviceNetworkConstants.CmdUpdatedState,
[DeviceNetworkConstants.CmdUpdatedState] = GetTurretState(ent)
};
_deviceNetwork.QueuePacket(ent, null, payload, device: device);
}
protected override void SetState(Entity<DeployableTurretComponent> ent, bool enabled, EntityUid? user = null)
{
if (ent.Comp.Enabled == enabled)
return;
base.SetState(ent, enabled, user);
DirtyField(ent, ent.Comp, nameof(DeployableTurretComponent.Enabled));
// Determine how much time is remaining in the current animation and the one next in queue
var animTimeRemaining = MathF.Max((float)(ent.Comp.AnimationCompletionTime - _timing.CurTime).TotalSeconds, 0f);
var animTimeNext = ent.Comp.Enabled ? ent.Comp.DeploymentLength : ent.Comp.RetractionLength;
// End/restart any tasks the NPC was doing
// Delay the resumption of any tasks based on the total animation length (plus a buffer)
var planCooldown = animTimeRemaining + animTimeNext + 0.5f;
if (TryComp<HTNComponent>(ent, out var htn))
_htn.SetHTNEnabled((ent, htn), ent.Comp.Enabled, planCooldown);
// Play audio
_audio.PlayPvs(ent.Comp.Enabled ? ent.Comp.DeploymentSound : ent.Comp.RetractionSound, ent, new AudioParams { Volume = -10f });
}
private void UpdateAmmoStatus(Entity<DeployableTurretComponent> ent)
{
if (!HasAmmo(ent))
SetState(ent, false);
}
private DeployableTurretState GetTurretState(Entity<DeployableTurretComponent> ent, DestructibleComponent? destructable = null, HTNComponent? htn = null)
{
Resolve(ent, ref destructable, ref htn);
if (destructable?.IsBroken == true)
return DeployableTurretState.Broken;
if (htn == null || !HasAmmo(ent))
return DeployableTurretState.Disabled;
if (htn.Plan?.CurrentTask.Operator is GunOperator)
return DeployableTurretState.Firing;
if (ent.Comp.AnimationCompletionTime > _timing.CurTime)
return ent.Comp.Enabled ? DeployableTurretState.Deploying : DeployableTurretState.Retracting;
return ent.Comp.Enabled ? DeployableTurretState.Deployed : DeployableTurretState.Retracted;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<DeployableTurretComponent, DestructibleComponent, HTNComponent>();
while (query.MoveNext(out var uid, out var deployableTurret, out var destructible, out var htn))
{
// Check if the turret state has changed since the last update,
// and if it has, inform the device network
var ent = new Entity<DeployableTurretComponent>(uid, deployableTurret);
var newState = GetTurretState(ent, destructible, htn);
if (newState != deployableTurret.CurrentState)
{
deployableTurret.CurrentState = newState;
DirtyField(uid, deployableTurret, nameof(DeployableTurretComponent.CurrentState));
SendStateUpdateToDeviceNetwork(ent);
if (TryComp<AppearanceComponent>(ent, out var appearance))
_appearance.SetData(ent, DeployableTurretVisuals.Turret, newState, appearance);
}
}
}
}