Files
tbd-station-14/Content.Server/Singularity/EntitySystems/SingularityGeneratorSystem.cs
2024-11-20 07:53:10 +06:00

206 lines
8.2 KiB
C#

using System.Diagnostics;
using Content.Server.ParticleAccelerator.Components;
using Content.Server.Popups;
using Content.Server.Singularity.Components;
using Content.Shared.Emag.Systems;
using Content.Shared.Popups;
using Content.Shared.Singularity.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
using Robust.Shared.Timing;
namespace Content.Server.Singularity.EntitySystems;
public sealed class SingularityGeneratorSystem : EntitySystem
{
#region Dependencies
[Dependency] private readonly IViewVariablesManager _vvm = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly PhysicsSystem _physics = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly MetaDataSystem _metadata = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
#endregion Dependencies
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ParticleProjectileComponent, StartCollideEvent>(HandleParticleCollide);
SubscribeLocalEvent<SingularityGeneratorComponent, GotEmaggedEvent>(OnEmagged);
var vvHandle = _vvm.GetTypeHandler<SingularityGeneratorComponent>();
vvHandle.AddPath(nameof(SingularityGeneratorComponent.Power), (_, comp) => comp.Power, SetPower);
vvHandle.AddPath(nameof(SingularityGeneratorComponent.Threshold), (_, comp) => comp.Threshold, SetThreshold);
}
public override void Shutdown()
{
var vvHandle = _vvm.GetTypeHandler<SingularityGeneratorComponent>();
vvHandle.RemovePath(nameof(SingularityGeneratorComponent.Power));
vvHandle.RemovePath(nameof(SingularityGeneratorComponent.Threshold));
base.Shutdown();
}
/// <summary>
/// Handles what happens when a singularity generator passes its power threshold.
/// Default behavior is to reset the singularities power level and spawn a singularity.
/// </summary>
/// <param name="uid">The uid of the singularity generator.</param>
/// <param name="comp">The state of the singularity generator.</param>
private void OnPassThreshold(EntityUid uid, SingularityGeneratorComponent? comp)
{
if (!Resolve(uid, ref comp))
return;
SetPower(uid, 0, comp);
EntityManager.SpawnEntity(comp.SpawnPrototype, Transform(uid).Coordinates);
}
#region Getters/Setters
/// <summary>
/// Setter for <see cref="SingularityGeneratorComponent.Power"/>
/// If the singularity generator passes its threshold it also spawns a singularity.
/// </summary>
/// <param name="comp">The singularity generator component.</param>
/// <param name="value">The new power level for the generator component to have.</param>
public void SetPower(EntityUid uid, float value, SingularityGeneratorComponent? comp = null)
{
if (!Resolve(uid, ref comp))
return;
var oldValue = comp.Power;
if (value == oldValue)
return;
comp.Power = value;
if (comp.Power >= comp.Threshold && oldValue < comp.Threshold)
OnPassThreshold(uid, comp);
}
/// <summary>
/// Setter for <see cref="SingularityGeneratorComponent.Threshold"/>
/// If the singularity generator has passed its new threshold it also spawns a singularity.
/// </summary>
/// <param name="comp">The singularity generator component.</param>
/// <param name="value">The new threshold power level for the generator component to have.</param>
public void SetThreshold(EntityUid uid, float value, SingularityGeneratorComponent? comp = null)
{
if (!Resolve(uid, ref comp))
return;
var oldValue = comp.Threshold;
if (value == comp.Threshold)
return;
comp.Power = value;
if (comp.Power >= comp.Threshold && comp.Power < oldValue)
OnPassThreshold(uid, comp);
}
#endregion Getters/Setters
#region Event Handlers
/// <summary>
/// Handles PA Particles colliding with a singularity generator.
/// Adds the power from the particles to the generator.
/// TODO: Desnowflake this.
/// </summary>
/// <param name="uid">The uid of the PA particles have collided with.</param>
/// <param name="component">The state of the PA particles.</param>
/// <param name="args">The state of the beginning of the collision.</param>
private void HandleParticleCollide(EntityUid uid, ParticleProjectileComponent component, ref StartCollideEvent args)
{
if (!EntityManager.TryGetComponent<SingularityGeneratorComponent>(args.OtherEntity, out var generatorComp))
return;
if (_timing.CurTime < _metadata.GetPauseTime(uid) + generatorComp.NextFailsafe && !generatorComp.FailsafeDisabled)
{
EntityManager.QueueDeleteEntity(uid);
return;
}
var contained = true;
if (!generatorComp.FailsafeDisabled)
{
var transform = Transform(args.OtherEntity);
var directions = Enum.GetValues<Direction>().Length;
for (var i = 0; i < directions - 1; i += 2) // Skip every other direction, checking only cardinals
{
if (!CheckContainmentField((Direction)i, new Entity<SingularityGeneratorComponent>(args.OtherEntity, generatorComp), transform))
contained = false;
}
}
if (!contained && !generatorComp.FailsafeDisabled)
{
generatorComp.NextFailsafe = _timing.CurTime + generatorComp.FailsafeCooldown;
_popupSystem.PopupEntity(Loc.GetString("comp-generator-failsafe", ("target", args.OtherEntity)), args.OtherEntity, PopupType.LargeCaution);
}
else
{
SetPower(
args.OtherEntity,
generatorComp.Power + component.State switch
{
ParticleAcceleratorPowerState.Standby => 0,
ParticleAcceleratorPowerState.Level0 => 1,
ParticleAcceleratorPowerState.Level1 => 2,
ParticleAcceleratorPowerState.Level2 => 4,
ParticleAcceleratorPowerState.Level3 => 8,
_ => 0
},
generatorComp
);
}
EntityManager.QueueDeleteEntity(uid);
}
private void OnEmagged(EntityUid uid, SingularityGeneratorComponent component, ref GotEmaggedEvent args)
{
_popupSystem.PopupEntity(Loc.GetString("comp-generator-failsafe-disabled", ("target", uid)), uid);
component.FailsafeDisabled = true;
args.Handled = true;
}
#endregion Event Handlers
/// <summary>
/// Checks whether there's a containment field in a given direction away from the generator
/// </summary>
/// <param name="transform">The transform component of the singularity generator.</param>
/// <remarks>Mostly copied from <see cref="ContainmentFieldGeneratorSystem"/> </remarks>
private bool CheckContainmentField(Direction dir, Entity<SingularityGeneratorComponent> generator, TransformComponent transform)
{
var component = generator.Comp;
var (worldPosition, worldRotation) = _transformSystem.GetWorldPositionRotation(transform);
var dirRad = dir.ToAngle() + worldRotation;
var ray = new CollisionRay(worldPosition, dirRad.ToVec(), component.CollisionMask);
var rayCastResults = _physics.IntersectRay(transform.MapID, ray, component.FailsafeDistance, generator, false);
var genQuery = GetEntityQuery<ContainmentFieldComponent>();
RayCastResults? closestResult = null;
foreach (var result in rayCastResults)
{
if (genQuery.HasComponent(result.HitEntity))
closestResult = result;
break;
}
if (closestResult == null)
return false;
var ent = closestResult.Value.HitEntity;
// Check that the field can't be moved. The fields' transform parenting is weird, so skip that
return TryComp<PhysicsComponent>(ent, out var collidableComponent) && collidableComponent.BodyType == BodyType.Static;
}
}