Files
tbd-station-14/Content.Server/StationEvents/Events/GasLeak.cs
Kara 7a553781cc Frezon (#9980)
* stuff i'll have to fix anyway when n2o gets merged

* everything except the finished reactions

* freon coolant reaction but with bad curve

* miasmic subsumation

* freon production

* nitrogen and diff temp scaling

* uhh meant to change that

* #

* hitting that frezon boof
2022-07-27 04:55:28 -05:00

146 lines
4.9 KiB
C#

using Content.Server.Atmos.EntitySystems;
using Content.Server.GameTicking.Rules;
using Content.Server.GameTicking.Rules.Configurations;
using Content.Shared.Atmos;
using Robust.Shared.Audio;
using Robust.Shared.Map;
using Robust.Shared.Player;
using Robust.Shared.Random;
namespace Content.Server.StationEvents.Events
{
internal sealed class GasLeak : StationEventSystem
{
[Dependency] private readonly AtmosphereSystem _atmosphere = default!;
public override string Prototype => "GasLeak";
private static readonly Gas[] LeakableGases =
{
Gas.Miasma,
Gas.Plasma,
Gas.Tritium,
Gas.Frezon,
};
/// <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 EntityUid _targetStation;
private EntityUid _targetGrid;
private Vector2i _targetTile;
private EntityCoordinates _targetCoords;
private bool _foundTile;
private Gas _leakGas;
private float _molesPerSecond;
private const int MinimumMolesPerSecond = 20;
private float _endAfter = float.MaxValue;
/// <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 Started()
{
base.Started();
// 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, out _targetStation, out _targetGrid, out _targetCoords))
{
_foundTile = true;
_leakGas = RobustRandom.Pick(LeakableGases);
// Was 50-50 on using normal distribution.
var totalGas = (float) RobustRandom.Next(MinimumGas, MaximumGas);
var startAfter = ((StationEventRuleConfiguration) Configuration).StartAfter;
_molesPerSecond = RobustRandom.Next(MinimumMolesPerSecond, MaximumMolesPerSecond);
_endAfter = totalGas / _molesPerSecond + startAfter;
Sawmill.Info($"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 (!RuleStarted)
return;
if (Elapsed > _endAfter)
{
ForceEndSelf();
return;
}
_timeUntilLeak -= frameTime;
if (_timeUntilLeak > 0f) return;
_timeUntilLeak += LeakCooldown;
if (!_foundTile ||
_targetGrid == default ||
EntityManager.Deleted(_targetGrid) ||
!_atmosphere.IsSimulatedGrid(_targetGrid))
{
ForceEndSelf();
return;
}
var environment = _atmosphere.GetTileMixture(_targetGrid, null, _targetTile, true);
environment?.AdjustMoles(_leakGas, LeakCooldown * _molesPerSecond);
}
public override void Ended()
{
base.Ended();
Spark();
_foundTile = false;
_targetGrid = default;
_targetTile = default;
_targetCoords = default;
_leakGas = Gas.Oxygen;
_endAfter = float.MaxValue;
}
private void Spark()
{
if (RobustRandom.NextFloat() <= SparkChance)
{
if (!_foundTile ||
_targetGrid == default ||
(!EntityManager.EntityExists(_targetGrid) ? EntityLifeStage.Deleted : EntityManager.GetComponent<MetaDataComponent>(_targetGrid).EntityLifeStage) >= EntityLifeStage.Deleted ||
!_atmosphere.IsSimulatedGrid(_targetGrid))
{
return;
}
// 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.
_atmosphere.HotspotExpose(_targetGrid, _targetTile, 700f, 50f, true);
SoundSystem.Play("/Audio/Effects/sparks4.ogg", Filter.Pvs(_targetCoords), _targetCoords);
}
}
}
}