Files
tbd-station-14/Content.Server/StationEvents/RadiationStorm.cs
DrSmugleaf 723f4555cf Fix pulses spawning on invalid grids and make the first pulse not instant (#2238)
* Fix radiation pulses spawning on invalid grids

* ok move that down

* ok liberal

* by paul

* why have i done this
2020-10-12 00:48:43 +02:00

159 lines
5.1 KiB
C#

using Content.Server.GameObjects.Components.Mobs;
using Content.Server.GameObjects.Components.StationEvents;
using Content.Server.Interfaces.GameTicking;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.Utility;
using JetBrains.Annotations;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Server.Interfaces.Timing;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Random;
namespace Content.Server.StationEvents
{
[UsedImplicitly]
public sealed class RadiationStorm : StationEvent
{
// Based on Goonstation style radiation storm with some TG elements (announcer, etc.)
[Dependency] private IEntityManager _entityManager = default!;
[Dependency] private IRobustRandom _robustRandom = default!;
public override string Name => "RadiationStorm";
protected override string StartAnnouncement => Loc.GetString(
"High levels of radiation detected near the station. Evacuate any areas containing abnormal green energy fields.");
protected override string EndAnnouncement => Loc.GetString(
"The radiation threat has passed. Please return to your workplaces.");
/// <summary>
/// How long until the radiation storm starts
/// </summary>
private const float StartupTime = 5;
/// <summary>
/// How long the radiation storm has been running for
/// </summary>
private float _timeElapsed;
private int _pulsesRemaining;
private float _timeUntilPulse;
private const float MinPulseDelay = 0.2f;
private const float MaxPulseDelay = 0.8f;
private void ResetTimeUntilPulse()
{
_timeUntilPulse = _robustRandom.NextFloat() * (MaxPulseDelay - MinPulseDelay) + MinPulseDelay;
}
public override void Startup()
{
base.Startup();
EntitySystem.Get<AudioSystem>().PlayGlobal("/Audio/Announcements/radiation.ogg");
IoCManager.InjectDependencies(this);
ResetTimeUntilPulse();
_timeElapsed = 0.0f;
_pulsesRemaining = _robustRandom.Next(30, 100);
var componentManager = IoCManager.Resolve<IComponentManager>();
foreach (var overlay in componentManager.EntityQuery<ServerOverlayEffectsComponent>())
{
overlay.AddOverlay(SharedOverlayID.RadiationPulseOverlay);
}
}
public override void Shutdown()
{
base.Shutdown();
// IOC uninject?
_entityManager = null;
_robustRandom = null;
var componentManager = IoCManager.Resolve<IComponentManager>();
foreach (var overlay in componentManager.EntityQuery<ServerOverlayEffectsComponent>())
{
overlay.RemoveOverlay(SharedOverlayID.RadiationPulseOverlay);
}
}
public override void Update(float frameTime)
{
_timeElapsed += frameTime;
if (_pulsesRemaining == 0)
{
Running = false;
}
if (!Running)
{
return;
}
if (_timeElapsed < StartupTime)
{
return;
}
_timeUntilPulse -= frameTime;
if (_timeUntilPulse <= 0.0f)
{
var pauseManager = IoCManager.Resolve<IPauseManager>();
var gameTicker = IoCManager.Resolve<IGameTicker>();
var defaultGrid = IoCManager.Resolve<IMapManager>().GetGrid(gameTicker.DefaultGridId);
if (pauseManager.IsGridPaused(defaultGrid))
return;
SpawnPulse(defaultGrid);
}
}
private void SpawnPulse(IMapGrid mapGrid)
{
if (!TryFindRandomGrid(mapGrid, out var coordinates))
return;
var pulse = _entityManager.SpawnEntity("RadiationPulse", coordinates);
pulse.GetComponent<RadiationPulseComponent>().DoPulse();
ResetTimeUntilPulse();
_pulsesRemaining -= 1;
}
private bool TryFindRandomGrid(IMapGrid mapGrid, out EntityCoordinates coordinates)
{
if (!mapGrid.Index.IsValid())
{
coordinates = default;
return false;
}
var randomX = _robustRandom.Next((int) mapGrid.WorldBounds.Left, (int) mapGrid.WorldBounds.Right);
var randomY = _robustRandom.Next((int) mapGrid.WorldBounds.Bottom, (int) mapGrid.WorldBounds.Top);
coordinates = mapGrid.ToCoordinates(randomX, randomY);
// TODO: Need to get valid tiles? (maybe just move right if the tile we chose is invalid?)
if (!coordinates.IsValid(_entityManager))
{
coordinates = default;
return false;
}
return true;
}
}
}