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