105 lines
3.6 KiB
C#
105 lines
3.6 KiB
C#
using Content.Server.GameTicking;
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using Content.Shared.Spawners.Components;
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using Robust.Shared.Map;
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namespace Content.Server.StationEvents.Events
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{
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public sealed class MeteorSwarm : StationEventSystem
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{
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public override string Prototype => "MeteorSwarm";
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private float _cooldown;
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/// <summary>
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/// We'll send a specific amount of waves of meteors towards the station per ending rather than using a timer.
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/// </summary>
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private int _waveCounter;
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private const int MinimumWaves = 3;
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private const int MaximumWaves = 8;
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private const float MinimumCooldown = 10f;
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private const float MaximumCooldown = 60f;
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private const int MeteorsPerWave = 5;
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private const float MeteorVelocity = 10f;
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private const float MaxAngularVelocity = 0.25f;
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private const float MinAngularVelocity = -0.25f;
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public override void Started()
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{
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base.Started();
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_waveCounter = RobustRandom.Next(MinimumWaves, MaximumWaves);
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}
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public override void Ended()
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{
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base.Ended();
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_waveCounter = 0;
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_cooldown = 0f;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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if (!RuleStarted)
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return;
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if (_waveCounter <= 0)
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{
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ForceEndSelf();
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return;
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}
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_cooldown -= frameTime;
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if (_cooldown > 0f) return;
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_waveCounter--;
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_cooldown += (MaximumCooldown - MinimumCooldown) * RobustRandom.NextFloat() + MinimumCooldown;
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Box2? playableArea = null;
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var mapId = GameTicker.DefaultMap;
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foreach (var grid in MapManager.GetAllGrids())
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{
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if (grid.ParentMapId != mapId || !EntityManager.TryGetComponent(grid.GridEntityId, out PhysicsComponent? gridBody)) continue;
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var aabb = gridBody.GetWorldAABB();
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playableArea = playableArea?.Union(aabb) ?? aabb;
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}
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if (playableArea == null)
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{
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ForceEndSelf();
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return;
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}
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var minimumDistance = (playableArea.Value.TopRight - playableArea.Value.Center).Length + 50f;
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var maximumDistance = minimumDistance + 100f;
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var center = playableArea.Value.Center;
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for (var i = 0; i < MeteorsPerWave; i++)
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{
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var angle = new Angle(RobustRandom.NextFloat() * MathF.Tau);
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var offset = angle.RotateVec(new Vector2((maximumDistance - minimumDistance) * RobustRandom.NextFloat() + minimumDistance, 0));
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var spawnPosition = new MapCoordinates(center + offset, mapId);
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var meteor = EntityManager.SpawnEntity("MeteorLarge", spawnPosition);
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var physics = EntityManager.GetComponent<PhysicsComponent>(meteor);
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physics.BodyStatus = BodyStatus.InAir;
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physics.LinearDamping = 0f;
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physics.AngularDamping = 0f;
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physics.ApplyLinearImpulse(-offset.Normalized * MeteorVelocity * physics.Mass);
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physics.ApplyAngularImpulse(
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// Get a random angular velocity.
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physics.Mass * ((MaxAngularVelocity - MinAngularVelocity) * RobustRandom.NextFloat() +
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MinAngularVelocity));
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// TODO: God this disgusts me but projectile needs a refactor.
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EnsureComp<TimedDespawnComponent>(meteor).Lifetime = 120f;
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}
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}
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}
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}
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