Files
tbd-station-14/Content.Server/GameObjects/Components/Singularity/EmitterComponent.cs
ShadowCommander 7a842f7c22 Fix tests (#3707)
* First pass

* Fix access and rename banananium to bananium

* Fix captialization of CookTimeInfoLabel

* Fix InteractUsing calls

* Remove unused [Dependency]

* Replace obsolete references to Anchored with BodyType

* Assign default value to shoving someone in disposals

* Fix naming

* Replace Initialize TryGetComponents with EnsureComponent

* Rework AnchorableComponent

* Fix singularity component

* Replace obsolete usages of Angle.South

* Fix efcore warning

* Fix container tests

* Fix DebugPressurePump invalid PressurePump yaml

* Fix getting pathfinding region of grid 0

* Fix atmos plaque missing layer and add info message when it happens

* Fix AiSteeringSystem steering in an invalid grid in entity test

* Make content able to choose which log level leads to test failures

* Revert container test fix for Acruid

* Fix sprite, pipe and saving errors
Make EntityTest print all errors instead of stopping on the first

* Reorder singularity visualizer

* Disable pvs for container occlusion adn simple predict reconcile, they use entities other than map ones

Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
2021-03-31 21:41:23 +02:00

289 lines
9.5 KiB
C#

#nullable enable
using System;
using System.Threading;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Access;
using Content.Server.GameObjects.Components.Power.PowerNetComponents;
using Content.Server.GameObjects.Components.Projectiles;
using Content.Server.Interfaces;
using Content.Shared.Audio;
using Content.Shared.GameObjects.Components.Singularity;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Physics;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Physics;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
using Timer = Robust.Shared.Timing.Timer;
#nullable enable
namespace Content.Server.GameObjects.Components.Singularity
{
[RegisterComponent]
[ComponentReference(typeof(IActivate))]
public class EmitterComponent : Component, IActivate, IInteractUsing
{
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[ComponentDependency] private readonly AppearanceComponent? _appearance = default;
[ComponentDependency] private readonly AccessReader? _accessReader = default;
public override string Name => "Emitter";
private CancellationTokenSource? _timerCancel;
private PowerConsumerComponent _powerConsumer = default!;
// whether the power switch is in "on"
[ViewVariables] private bool _isOn;
// Whether the power switch is on AND the machine has enough power (so is actively firing)
[ViewVariables] private bool _isPowered;
[ViewVariables] private bool _isLocked;
// For the "emitter fired" sound
private const float Variation = 0.25f;
private const float Volume = 0.5f;
private const float Distance = 3f;
[ViewVariables(VVAccess.ReadWrite)] private int _fireShotCounter;
[ViewVariables(VVAccess.ReadWrite)] [DataField("fireSound")] private string _fireSound = "/Audio/Weapons/emitter.ogg";
[ViewVariables(VVAccess.ReadWrite)] [DataField("boltType")] private string _boltType = "EmitterBolt";
[ViewVariables(VVAccess.ReadWrite)] [DataField("powerUseActive")] private int _powerUseActive = 500;
[ViewVariables(VVAccess.ReadWrite)] [DataField("fireBurstSize")] private int _fireBurstSize = 3;
[ViewVariables(VVAccess.ReadWrite)] [DataField("fireInterval")] private TimeSpan _fireInterval = TimeSpan.FromSeconds(2);
[ViewVariables(VVAccess.ReadWrite)] [DataField("fireBurstDelayMin")] private TimeSpan _fireBurstDelayMin = TimeSpan.FromSeconds(2);
[ViewVariables(VVAccess.ReadWrite)] [DataField("fireBurstDelayMax")] private TimeSpan _fireBurstDelayMax = TimeSpan.FromSeconds(10);
public override void Initialize()
{
base.Initialize();
Owner.EnsureComponent<PowerConsumerComponent>(out _powerConsumer);
_powerConsumer.OnReceivedPowerChanged += OnReceivedPowerChanged;
}
private void OnReceivedPowerChanged(object? sender, ReceivedPowerChangedEventArgs e)
{
if (!_isOn)
{
return;
}
if (e.ReceivedPower < e.DrawRate)
{
PowerOff();
}
else
{
PowerOn();
}
}
void IActivate.Activate(ActivateEventArgs eventArgs)
{
if (_isLocked)
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("comp-emitter-access-locked", ("target", Owner)));
return;
}
if (Owner.TryGetComponent(out PhysicsComponent? phys) && phys.BodyType == BodyType.Static)
{
if (!_isOn)
{
SwitchOn();
Owner.PopupMessage(eventArgs.User, Loc.GetString("comp-emitter-turned-on", ("target", Owner)));
}
else
{
SwitchOff();
Owner.PopupMessage(eventArgs.User, Loc.GetString("comp-emitter-turned-off", ("target", Owner)));
}
}
else
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("comp-emitter-not-anchored", ("target", Owner)));
}
}
Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
if (_accessReader == null || !eventArgs.Using.TryGetComponent(out IAccess? access))
{
return Task.FromResult(false);
}
if (_accessReader.IsAllowed(access))
{
_isLocked ^= true;
if (_isLocked)
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("comp-emitter-lock", ("target", Owner)));
}
else
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("comp-emitter-unlock", ("target", Owner)));
}
UpdateAppearance();
}
else
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("comp-emitter-access-denied"));
}
return Task.FromResult(true);
}
public void SwitchOff()
{
_isOn = false;
_powerConsumer.DrawRate = 0;
PowerOff();
UpdateAppearance();
}
public void SwitchOn()
{
_isOn = true;
_powerConsumer.DrawRate = _powerUseActive;
// Do not directly PowerOn().
// OnReceivedPowerChanged will get fired due to DrawRate change which will turn it on.
UpdateAppearance();
}
private void PowerOff()
{
if (!_isPowered)
{
return;
}
_isPowered = false;
// Must be set while emitter powered.
DebugTools.AssertNotNull(_timerCancel);
_timerCancel!.Cancel();
UpdateAppearance();
}
private void PowerOn()
{
if (_isPowered)
{
return;
}
_isPowered = true;
_fireShotCounter = 0;
_timerCancel = new CancellationTokenSource();
Timer.Spawn(_fireBurstDelayMax, ShotTimerCallback, _timerCancel.Token);
UpdateAppearance();
}
private void ShotTimerCallback()
{
// Any power-off condition should result in the timer for this method being cancelled
// and thus not firing
DebugTools.Assert(_isPowered);
DebugTools.Assert(_isOn);
DebugTools.Assert(_powerConsumer.DrawRate <= _powerConsumer.ReceivedPower);
Fire();
TimeSpan delay;
if (_fireShotCounter < _fireBurstSize)
{
_fireShotCounter += 1;
delay = _fireInterval;
}
else
{
_fireShotCounter = 0;
var diff = _fireBurstDelayMax - _fireBurstDelayMin;
// TIL you can do TimeSpan * double.
delay = _fireBurstDelayMin + _robustRandom.NextFloat() * diff;
}
// Must be set while emitter powered.
DebugTools.AssertNotNull(_timerCancel);
Timer.Spawn(delay, ShotTimerCallback, _timerCancel!.Token);
}
private void Fire()
{
var projectile = Owner.EntityManager.SpawnEntity(_boltType, Owner.Transform.Coordinates);
if (!projectile.TryGetComponent<PhysicsComponent>(out var physicsComponent))
{
Logger.Error("Emitter tried firing a bolt, but it was spawned without a PhysicsComponent");
return;
}
physicsComponent.BodyStatus = BodyStatus.InAir;
if (!projectile.TryGetComponent<ProjectileComponent>(out var projectileComponent))
{
Logger.Error("Emitter tried firing a bolt, but it was spawned without a ProjectileComponent");
return;
}
projectileComponent.IgnoreEntity(Owner);
physicsComponent
.LinearVelocity = Owner.Transform.WorldRotation.ToWorldVec() * 20f;
projectile.Transform.WorldRotation = Owner.Transform.WorldRotation;
// TODO: Move to projectile's code.
Timer.Spawn(3000, () => projectile.Delete());
SoundSystem.Play(Filter.Pvs(Owner), _fireSound, Owner,
AudioHelpers.WithVariation(Variation).WithVolume(Volume).WithMaxDistance(Distance));
}
private void UpdateAppearance()
{
if (_appearance == null)
{
return;
}
EmitterVisualState state;
if (_isPowered)
{
state = EmitterVisualState.On;
}
else if (_isOn)
{
state = EmitterVisualState.Underpowered;
}
else
{
state = EmitterVisualState.Off;
}
_appearance.SetData(EmitterVisuals.VisualState, state);
_appearance.SetData(EmitterVisuals.Locked, _isLocked);
}
}
}