* Change EntityQuery to not retrieve paused by default * GetAllComponents Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
151 lines
6.5 KiB
C#
151 lines
6.5 KiB
C#
#nullable enable
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using System;
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using System.Linq;
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using Content.Server.GameObjects.Components.Power.PowerNetComponents;
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using Content.Shared.Physics;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Physics;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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namespace Content.Server.GameObjects.EntitySystems
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{
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/// <summary>
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/// Responsible for maintaining the solar-panel sun angle and updating <see cref='SolarPanelComponent'/> coverage.
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/// </summary>
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[UsedImplicitly]
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internal sealed class PowerSolarSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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/// <summary>
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/// The current sun angle.
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/// </summary>
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public Angle TowardsSun = Angle.South;
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/// <summary>
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/// The current sun angular velocity. (This is changed in Initialize)
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/// </summary>
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public Angle SunAngularVelocity = Angle.Zero;
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/// <summary>
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/// The distance before the sun is considered to have been 'visible anyway'.
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/// This value, like the occlusion semantics, is borrowed from all the other SS13 stations with solars.
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/// </summary>
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public float SunOcclusionCheckDistance = 20;
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/// <summary>
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/// This is the per-second value used to reduce solar panel coverage updates
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/// (and the resulting occlusion raycasts)
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/// to within sane boundaries.
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/// Keep in mind, this is not exact, as the random interval is also applied.
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/// </summary>
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public TimeSpan SolarCoverageUpdateInterval = TimeSpan.FromSeconds(0.5);
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/// <summary>
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/// A random interval used to stagger solar coverage updates reliably.
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/// </summary>
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public TimeSpan SolarCoverageUpdateRandomInterval = TimeSpan.FromSeconds(0.5);
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/// <summary>
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/// TODO: *Should be moved into the solar tracker when powernet allows for it.*
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/// The current target panel rotation.
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/// </summary>
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public Angle TargetPanelRotation = Angle.Zero;
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/// <summary>
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/// TODO: *Should be moved into the solar tracker when powernet allows for it.*
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/// The current target panel velocity.
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/// </summary>
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public Angle TargetPanelVelocity = Angle.Zero;
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/// <summary>
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/// TODO: *Should be moved into the solar tracker when powernet allows for it.*
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/// Last update of total panel power.
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/// </summary>
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public float TotalPanelPower = 0;
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public override void Initialize()
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{
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// Initialize the sun to something random
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TowardsSun = MathHelper.TwoPi * _robustRandom.NextDouble();
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SunAngularVelocity = Angle.FromDegrees(0.1 + ((_robustRandom.NextDouble() - 0.5) * 0.05));
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}
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public override void Update(float frameTime)
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{
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TowardsSun += SunAngularVelocity * frameTime;
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TowardsSun = TowardsSun.Reduced();
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TargetPanelRotation += TargetPanelVelocity * frameTime;
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TargetPanelRotation = TargetPanelRotation.Reduced();
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TotalPanelPower = 0;
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foreach (var panel in ComponentManager.EntityQuery<SolarPanelComponent>(true))
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{
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// There's supposed to be rotational logic here, but that implies putting it somewhere.
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panel.Owner.Transform.WorldRotation = TargetPanelRotation;
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if (panel.TimeOfNextCoverageUpdate < _gameTiming.CurTime)
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{
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// Setup the next coverage check.
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TimeSpan future = SolarCoverageUpdateInterval + (SolarCoverageUpdateRandomInterval * _robustRandom.NextDouble());
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panel.TimeOfNextCoverageUpdate = _gameTiming.CurTime + future;
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UpdatePanelCoverage(panel);
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}
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TotalPanelPower += panel.Coverage * panel.MaxSupply;
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}
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}
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private void UpdatePanelCoverage(SolarPanelComponent panel) {
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IEntity entity = panel.Owner;
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// So apparently, and yes, I *did* only find this out later,
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// this is just a really fancy way of saying "Lambert's law of cosines".
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// ...I still think this explaination makes more sense.
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// In the 'sunRelative' coordinate system:
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// the sun is considered to be an infinite distance directly up.
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// this is the rotation of the panel relative to that.
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// directly upwards (theta = 0) = coverage 1
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// left/right 90 degrees (abs(theta) = (pi / 2)) = coverage 0
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// directly downwards (abs(theta) = pi) = coverage -1
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// as TowardsSun + = CCW,
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// panelRelativeToSun should - = CW
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var panelRelativeToSun = entity.Transform.WorldRotation - TowardsSun;
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// essentially, given cos = X & sin = Y & Y is 'downwards',
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// then for the first 90 degrees of rotation in either direction,
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// this plots the lower-right quadrant of a circle.
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// now basically assume a line going from the negated X/Y to there,
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// and that's the hypothetical solar panel.
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//
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// since, again, the sun is considered to be an infinite distance upwards,
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// this essentially means Cos(panelRelativeToSun) is half of the cross-section,
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// and since the full cross-section has a max of 2, effectively-halving it is fine.
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//
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// as for when it goes negative, it only does that when (abs(theta) > pi)
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// and that's expected behavior.
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float coverage = (float)Math.Max(0, Math.Cos(panelRelativeToSun));
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if (coverage > 0)
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{
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// Determine if the solar panel is occluded, and zero out coverage if so.
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// FIXME: The "Opaque" collision group doesn't seem to work right now.
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var ray = new CollisionRay(entity.Transform.WorldPosition, TowardsSun.ToVec(), (int) CollisionGroup.Opaque);
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var rayCastResults = IoCManager.Resolve<IPhysicsManager>().IntersectRay(entity.Transform.MapID, ray, SunOcclusionCheckDistance, entity);
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if (rayCastResults.Any())
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coverage = 0;
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}
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// Total coverage calculated; apply it to the panel.
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panel.Coverage = coverage;
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}
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}
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}
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