Files
tbd-station-14/Content.Server/Singularity/EntitySystems/SingularitySystem.cs

308 lines
14 KiB
C#

using Content.Server.Physics.Components;
using Content.Server.Singularity.Components;
using Content.Server.Singularity.Events;
using Content.Shared.Singularity.Components;
using Content.Shared.Singularity.EntitySystems;
using Content.Shared.Singularity.Events;
using Robust.Server.GameStates;
using Robust.Shared.Audio.Systems;
using Robust.Shared.GameStates;
namespace Content.Server.Singularity.EntitySystems;
/// <summary>
/// The server-side version of <see cref="SharedSingularitySystem"/>.
/// Primarily responsible for managing <see cref="SingularityComponent"/>s.
/// Handles their accumulation of energy upon consuming entities (see <see cref="EventHorizonComponent"/>) and gradual dissipation.
/// Also handles synchronizing server-side components with the singuarities level.
/// </summary>
public sealed class SingularitySystem : SharedSingularitySystem
{
#region Dependencies
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly PvsOverrideSystem _pvs = default!;
#endregion Dependencies
/// <summary>
/// The amount of energy singulos accumulate when they eat a tile.
/// </summary>
public const float BaseTileEnergy = 1f;
/// <summary>
/// The amount of energy singulos accumulate when they eat an entity.
/// </summary>
public const float BaseEntityEnergy = 1f;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SingularityDistortionComponent, ComponentStartup>(OnDistortionStartup);
SubscribeLocalEvent<SingularityComponent, ComponentShutdown>(OnSingularityShutdown);
SubscribeLocalEvent<SingularityComponent, EventHorizonConsumedEntityEvent>(OnConsumed);
SubscribeLocalEvent<SinguloFoodComponent, EventHorizonConsumedEntityEvent>(OnConsumed);
SubscribeLocalEvent<SingularityComponent, EntityConsumedByEventHorizonEvent>(OnConsumedEntity);
SubscribeLocalEvent<SingularityComponent, TilesConsumedByEventHorizonEvent>(OnConsumedTiles);
SubscribeLocalEvent<SingularityComponent, SingularityLevelChangedEvent>(UpdateEnergyDrain);
SubscribeLocalEvent<SingularityComponent, ComponentGetState>(HandleSingularityState);
// TODO: Figure out where all this coupling should be handled.
SubscribeLocalEvent<RandomWalkComponent, SingularityLevelChangedEvent>(UpdateRandomWalk);
SubscribeLocalEvent<GravityWellComponent, SingularityLevelChangedEvent>(UpdateGravityWell);
var vvHandle = Vvm.GetTypeHandler<SingularityComponent>();
vvHandle.AddPath(nameof(SingularityComponent.Energy), (_, comp) => comp.Energy, SetEnergy);
}
public override void Shutdown()
{
var vvHandle = Vvm.GetTypeHandler<SingularityComponent>();
vvHandle.RemovePath(nameof(SingularityComponent.Energy));
base.Shutdown();
}
/// <summary>
/// Handles the gradual dissipation of all singularities.
/// </summary>
/// <param name="frameTime">The amount of time since the last set of updates.</param>
public override void Update(float frameTime)
{
var query = EntityQueryEnumerator<SingularityComponent>();
while (query.MoveNext(out var uid, out var singularity))
{
AdjustEnergy(uid, -singularity.EnergyDrain * frameTime, singularity: singularity);
}
}
#region Getters/Setters
/// <summary>
/// Setter for <see cref="SingularityComponent.Energy"/>.
/// Also updates the level of the singularity accordingly.
/// </summary>
/// <param name="uid">The uid of the singularity to set the energy of.</param>
/// <param name="value">The amount of energy for the singularity to have.</param>
/// <param name="singularity">The state of the singularity to set the energy of.</param>
public void SetEnergy(EntityUid uid, float value, SingularityComponent? singularity = null)
{
if(!Resolve(uid, ref singularity))
return;
var oldValue = singularity.Energy;
if (oldValue == value)
return;
singularity.Energy = value;
SetLevel(uid, value switch
{
// Normally, a level 6 singularity requires the supermatter + 3000 energy.
// The required amount of energy has been bumped up to compensate for the lack of the supermatter.
>= 5000 => 6,
>= 2000 => 5,
>= 1000 => 4,
>= 500 => 3,
>= 200 => 2,
> 0 => 1,
_ => 0
}, singularity);
}
/// <summary>
/// Adjusts the amount of energy the singularity has accumulated.
/// </summary>
/// <param name="uid">The uid of the singularity to adjust the energy of.</param>
/// <param name="delta">The amount to adjust the energy of the singuarity.</param>
/// <param name="min">The minimum amount of energy for the singularity to be adjusted to.</param>
/// <param name="max">The maximum amount of energy for the singularity to be adjusted to.</param>
/// <param name="snapMin">Whether the amount of energy in the singularity should be forced to within the specified range if it already is below it.</param>
/// <param name="snapMax">Whether the amount of energy in the singularity should be forced to within the specified range if it already is above it.</param>
/// <param name="singularity">The state of the singularity to adjust the energy of.</param>
public void AdjustEnergy(EntityUid uid, float delta, float min = float.MinValue, float max = float.MaxValue, bool snapMin = true, bool snapMax = true, SingularityComponent? singularity = null)
{
if(!Resolve(uid, ref singularity))
return;
var newValue = singularity.Energy + delta;
if((!snapMin && newValue < min)
|| (!snapMax && newValue > max))
return;
SetEnergy(uid, MathHelper.Clamp(newValue, min, max), singularity);
}
#endregion Getters/Setters
#region Event Handlers
/// <summary>
/// Handles playing the startup sounds when a singulo forms.
/// Always sets up the ambient singularity rumble.
/// The formation sound only plays if the singularity is being created.
/// </summary>
/// <param name="uid">The entity UID of the singularity that is forming.</param>
/// <param name="comp">The component of the singularity that is forming.</param>
/// <param name="args">The event arguments.</param>
protected override void OnSingularityStartup(EntityUid uid, SingularityComponent comp, ComponentStartup args)
{
MetaDataComponent? metaData = null;
if (Resolve(uid, ref metaData) && metaData.EntityLifeStage <= EntityLifeStage.Initializing)
_audio.PlayPvs(comp.FormationSound, uid);
comp.AmbientSoundStream = _audio.PlayPvs(comp.AmbientSound, uid)?.Entity;
UpdateSingularityLevel(uid, comp);
}
/// <summary>
/// Makes entities that have the singularity distortion visual warping always get their state shared with the client.
/// This prevents some major popin with large distortion ranges.
/// </summary>
/// <param name="uid">The entity UID of the entity that is gaining the shader.</param>
/// <param name="comp">The component of the shader that the entity is gaining.</param>
/// <param name="args">The event arguments.</param>
public void OnDistortionStartup(EntityUid uid, SingularityDistortionComponent comp, ComponentStartup args)
{
_pvs.AddGlobalOverride(uid);
}
/// <summary>
/// Handles playing the shutdown sounds when a singulo dissipates.
/// Always stops the ambient singularity rumble.
/// The dissipations sound only plays if the singularity is being destroyed.
/// </summary>
/// <param name="uid">The entity UID of the singularity that is dissipating.</param>
/// <param name="comp">The component of the singularity that is dissipating.</param>
/// <param name="args">The event arguments.</param>
public void OnSingularityShutdown(EntityUid uid, SingularityComponent comp, ComponentShutdown args)
{
comp.AmbientSoundStream = _audio.Stop(comp.AmbientSoundStream);
MetaDataComponent? metaData = null;
if (Resolve(uid, ref metaData) && metaData.EntityLifeStage >= EntityLifeStage.Terminating)
{
var xform = Transform(uid);
var coordinates = xform.Coordinates;
// I feel like IsValid should be checking this or something idk.
if (!TerminatingOrDeleted(coordinates.EntityId))
_audio.PlayPvs(comp.DissipationSound, coordinates);
}
}
/// <summary>
/// Handles wrapping the state of a singularity for server-client syncing.
/// </summary>
/// <param name="uid">The uid of the singularity that is being synced.</param>
/// <param name="comp">The state of the singularity that is being synced.</param>
/// <param name="args">The event arguments.</param>
private void HandleSingularityState(EntityUid uid, SingularityComponent comp, ref ComponentGetState args)
{
args.State = new SingularityComponentState(comp);
}
/// <summary>
/// Adds the energy of any entities that are consumed to the singularity that consumed them.
/// </summary>
/// <param name="uid">The entity UID of the singularity that is consuming the entity.</param>
/// <param name="comp">The component of the singularity that is consuming the entity.</param>
/// <param name="args">The event arguments.</param>
public void OnConsumedEntity(EntityUid uid, SingularityComponent comp, ref EntityConsumedByEventHorizonEvent args)
{
// Don't double count singulo food
if (HasComp<SinguloFoodComponent>(args.Entity))
return;
AdjustEnergy(uid, BaseEntityEnergy, singularity: comp);
}
/// <summary>
/// Adds the energy of any tiles that are consumed to the singularity that consumed them.
/// </summary>
/// <param name="uid">The entity UID of the singularity that is consuming the tiles.</param>
/// <param name="comp">The component of the singularity that is consuming the tiles.</param>
/// <param name="args">The event arguments.</param>
public void OnConsumedTiles(EntityUid uid, SingularityComponent comp, ref TilesConsumedByEventHorizonEvent args)
{
AdjustEnergy(uid, args.Tiles.Count * BaseTileEnergy, singularity: comp);
}
/// <summary>
/// Adds the energy of this singularity to singularities that consume it.
/// </summary>
/// <param name="uid">The entity UID of the singularity that is being consumed.</param>
/// <param name="comp">The component of the singularity that is being consumed.</param>
/// <param name="args">The event arguments.</param>
private void OnConsumed(EntityUid uid, SingularityComponent comp, ref EventHorizonConsumedEntityEvent args)
{
// Should be slightly more efficient than checking literally everything we consume for a singularity component and doing the reverse.
if (TryComp<SingularityComponent>(args.EventHorizonUid, out var singulo))
{
AdjustEnergy(args.EventHorizonUid, comp.Energy, singularity: singulo);
SetEnergy(uid, 0.0f, comp);
}
}
/// <summary>
/// Adds some bonus energy from any singularity food to the singularity that consumes it.
/// </summary>
/// <param name="uid">The entity UID of the singularity food that is being consumed.</param>
/// <param name="comp">The component of the singularity food that is being consumed.</param>
/// <param name="args">The event arguments.</param>
public void OnConsumed(EntityUid uid, SinguloFoodComponent comp, ref EventHorizonConsumedEntityEvent args)
{
if (TryComp<SingularityComponent>(args.EventHorizonUid, out var singulo))
{
// Calculate the percentage change (positive or negative)
var percentageChange = singulo.Energy * (comp.EnergyFactor - 1f);
// Apply both the flat and percentage changes
AdjustEnergy(args.EventHorizonUid, comp.Energy + percentageChange, singularity: singulo);
}
}
/// <summary>
/// Updates the rate at which the singularities energy drains at when its level changes.
/// </summary>
/// <param name="uid">The entity UID of the singularity that changed in level.</param>
/// <param name="comp">The component of the singularity that changed in level.</param>
/// <param name="args">The event arguments.</param>
public void UpdateEnergyDrain(EntityUid uid, SingularityComponent comp, SingularityLevelChangedEvent args)
{
comp.EnergyDrain = args.NewValue switch
{
6 => 0,
5 => 0,
4 => 20,
3 => 10,
2 => 5,
1 => 1,
_ => 0
};
}
/// <summary>
/// Updates the possible speeds of the singulos random walk when the singularities level changes.
/// </summary>
/// <param name="uid">The entity UID of the singularity.</param>
/// <param name="comp">The random walk component component sharing the entity with the singulo component.</param>
/// <param name="args">The event arguments.</param>
private void UpdateRandomWalk(EntityUid uid, RandomWalkComponent comp, SingularityLevelChangedEvent args)
{
var scale = MathF.Max(args.NewValue, 4);
comp.MinSpeed = 7.5f / scale;
comp.MaxSpeed = 10f / scale;
}
/// <summary>
/// Updates the size and strength of the singularities gravity well when the singularities level changes.
/// </summary>
/// <param name="uid">The entity UID of the singularity.</param>
/// <param name="comp">The gravity well component sharing the entity with the singulo component.</param>
/// <param name="args">The event arguments.</param>
private void UpdateGravityWell(EntityUid uid, GravityWellComponent comp, SingularityLevelChangedEvent args)
{
var singulos = args.Singularity;
comp.MaxRange = GravPulseRange(singulos);
(comp.BaseRadialAcceleration, comp.BaseTangentialAcceleration) = GravPulseAcceleration(singulos);
}
#endregion Event Handlers
}