150 lines
4.9 KiB
C#
150 lines
4.9 KiB
C#
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.Components.Transform;
|
|
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;
|
|
|
|
public AMEControllerComponent MasterController => _masterController;
|
|
|
|
private List<AMEShieldComponent> _cores = new List<AMEShieldComponent>();
|
|
|
|
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;
|
|
}
|
|
|
|
if (_cores != null) {
|
|
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); }
|
|
}
|
|
|
|
if (_cores == null) { return; }
|
|
|
|
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 injectionAmount)
|
|
{
|
|
if(injectionAmount > 0 && CoreCount > 0)
|
|
{
|
|
var instability = 2 * (injectionAmount / CoreCount);
|
|
foreach(AMEShieldComponent core in _cores)
|
|
{
|
|
core.CoreIntegrity -= instability;
|
|
}
|
|
return CoreCount * injectionAmount * 15000; //2 core engine injecting 2 fuel per core = 60kW(?)
|
|
}
|
|
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);
|
|
}
|
|
}
|
|
}
|