Files
tbd-station-14/Content.Server/StationEvents/GasLeak.cs
Vera Aguilera Puerto 9ee0ec4106 Holiday System (#3122)
2021-02-12 10:45:22 +01:00

198 lines
6.9 KiB
C#

using Content.Server.GameObjects.Components.Atmos;
using Content.Server.Interfaces.GameTicking;
using Content.Shared.Atmos;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Random;
#nullable enable
namespace Content.Server.StationEvents
{
internal sealed class GasLeak : StationEvent
{
public override string Name => "GasLeak";
public override string? StartAnnouncement =>
"Attention crew, there is a gas leak on the station. We advise you to avoid the area and wear suit internals in the meantime.";
// Sourced from https://github.com/vgstation-coders/vgstation13/blob/2c5a491446ab824a8fbbf39bcf656b590e0228df/sound/misc/bloblarm.ogg
public override string? StartAudio => "/Audio/Announcements/bloblarm.ogg";
protected override string? EndAnnouncement => "The source of the gas leak has been fixed. Please be cautious around areas with gas remaining.";
private static readonly Gas[] LeakableGases = {
Gas.Plasma,
Gas.Tritium,
};
public override int EarliestStart => 10;
public override int MinimumPlayers => 5;
/// <summary>
/// Give people time to get their internals on.
/// </summary>
protected override float StartAfter => 20f;
/// <summary>
/// Don't know how long the event will be until we calculate the leak amount.
/// </summary>
protected override float EndAfter { get; set; } = float.MaxValue;
/// <summary>
/// Running cooldown of how much time until another leak.
/// </summary>
private float _timeUntilLeak;
/// <summary>
/// How long between more gas being added to the tile.
/// </summary>
private const float LeakCooldown = 1.0f;
// Event variables
private IEntity? _targetGrid;
private Vector2i _targetTile;
private EntityCoordinates _targetCoords;
private bool _foundTile;
private Gas _leakGas;
private float _molesPerSecond;
private const int MinimumMolesPerSecond = 20;
/// <summary>
/// Don't want to make it too fast to give people time to flee.
/// </summary>
private const int MaximumMolesPerSecond = 50;
private const int MinimumGas = 250;
private const int MaximumGas = 1000;
private const float SparkChance = 0.05f;
public override void Startup()
{
base.Startup();
var robustRandom = IoCManager.Resolve<IRobustRandom>();
// Essentially we'll pick out a target amount of gas to leak, then a rate to leak it at, then work out the duration from there.
if (TryFindRandomTile(out _targetTile, robustRandom))
{
_foundTile = true;
_leakGas = robustRandom.Pick(LeakableGases);
// Was 50-50 on using normal distribution.
var totalGas = (float) robustRandom.Next(MinimumGas, MaximumGas);
_molesPerSecond = robustRandom.Next(MinimumMolesPerSecond, MaximumMolesPerSecond);
EndAfter = totalGas / _molesPerSecond + StartAfter;
Logger.InfoS("stationevents", $"Leaking {totalGas} of {_leakGas} over {EndAfter - StartAfter} seconds at {_targetTile}");
}
// Look technically if you wanted to guarantee a leak you'd do this in announcement but having the announcement
// there just to fuck with people even if there is no valid tile is funny.
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!Started || !Running) return;
_timeUntilLeak -= frameTime;
if (_timeUntilLeak > 0f) return;
_timeUntilLeak += LeakCooldown;
if (!_foundTile ||
_targetGrid == null ||
_targetGrid.Deleted ||
!_targetGrid.TryGetComponent(out GridAtmosphereComponent? gridAtmos))
{
Running = false;
return;
}
var atmos = gridAtmos.GetTile(_targetTile);
atmos?.Air?.AdjustMoles(_leakGas, LeakCooldown * _molesPerSecond);
atmos?.Invalidate();
}
public override void Shutdown()
{
base.Shutdown();
Spark();
_foundTile = false;
_targetGrid = null;
_targetTile = default;
_targetCoords = default;
_leakGas = Gas.Oxygen;
EndAfter = float.MaxValue;
}
private void Spark()
{
var robustRandom = IoCManager.Resolve<IRobustRandom>();
if (robustRandom.NextFloat() <= SparkChance)
{
if (!_foundTile ||
_targetGrid == null ||
_targetGrid.Deleted ||
!_targetGrid.TryGetComponent(out GridAtmosphereComponent? gridAtmos))
{
return;
}
var atmos = gridAtmos.GetTile(_targetTile);
// Don't want it to be so obnoxious as to instantly murder anyone in the area but enough that
// it COULD start potentially start a bigger fire.
atmos?.HotspotExpose(700f, 50f, true);
EntitySystem.Get<AudioSystem>().PlayAtCoords("/Audio/Effects/sparks4.ogg", _targetCoords);
}
}
private bool TryFindRandomTile(out Vector2i tile, IRobustRandom? robustRandom = null)
{
tile = default;
var defaultGridId = IoCManager.Resolve<IGameTicker>().DefaultGridId;
if (!IoCManager.Resolve<IMapManager>().TryGetGrid(defaultGridId, out var grid) ||
!IoCManager.Resolve<IEntityManager>().TryGetEntity(grid.GridEntityId, out _targetGrid)) return false;
_targetGrid.EnsureComponent(out GridAtmosphereComponent gridAtmos);
robustRandom ??= IoCManager.Resolve<IRobustRandom>();
var found = false;
var gridBounds = grid.WorldBounds;
var gridPos = grid.WorldPosition;
for (var i = 0; i < 10; i++)
{
var randomX = robustRandom.Next((int) gridBounds.Left, (int) gridBounds.Right);
var randomY = robustRandom.Next((int) gridBounds.Bottom, (int) gridBounds.Top);
tile = new Vector2i(randomX - (int) gridPos.X, randomY - (int) gridPos.Y);
if (gridAtmos.IsSpace(tile) || gridAtmos.IsAirBlocked(tile)) continue;
found = true;
_targetCoords = grid.GridTileToLocal(tile);
break;
}
if (!found) return false;
return true;
}
}
}