Files
tbd-station-14/Content.Shared/Anomaly/SharedAnomalySystem.cs
nikthechampiongr a5840b925b Fix RA0032 (#32514)
2024-09-29 02:25:21 +02:00

469 lines
17 KiB
C#

using Content.Shared.Administration.Logs;
using Content.Shared.Anomaly.Components;
using Content.Shared.Anomaly.Prototypes;
using Content.Shared.Database;
using Content.Shared.Physics;
using Content.Shared.Popups;
using Content.Shared.Weapons.Melee.Components;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Map;
using Robust.Shared.Map.Components;
using Robust.Shared.Network;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
using System.Linq;
using System.Numerics;
using Content.Shared.Actions;
namespace Content.Shared.Anomaly;
public abstract class SharedAnomalySystem : EntitySystem
{
[Dependency] protected readonly IGameTiming Timing = default!;
[Dependency] private readonly INetManager _net = default!;
[Dependency] protected readonly IRobustRandom Random = default!;
[Dependency] protected readonly ISharedAdminLogManager AdminLog = default!;
[Dependency] protected readonly SharedAudioSystem Audio = default!;
[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] protected readonly SharedPopupSystem Popup = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<AnomalyComponent, MeleeThrowOnHitStartEvent>(OnAnomalyThrowStart);
SubscribeLocalEvent<AnomalyComponent, MeleeThrowOnHitEndEvent>(OnAnomalyThrowEnd);
}
private void OnAnomalyThrowStart(Entity<AnomalyComponent> ent, ref MeleeThrowOnHitStartEvent args)
{
if (!TryComp<CorePoweredThrowerComponent>(args.Used, out var corePowered) || !TryComp<PhysicsComponent>(ent, out var body))
return;
_physics.SetBodyType(ent, BodyType.Dynamic, body: body);
ChangeAnomalyStability(ent, Random.NextFloat(corePowered.StabilityPerThrow.X, corePowered.StabilityPerThrow.Y), ent.Comp);
}
private void OnAnomalyThrowEnd(Entity<AnomalyComponent> ent, ref MeleeThrowOnHitEndEvent args)
{
_physics.SetBodyType(ent, BodyType.Static);
}
public void DoAnomalyPulse(EntityUid uid, AnomalyComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
if (!Timing.IsFirstTimePredicted)
return;
DebugTools.Assert(component.MinPulseLength > TimeSpan.FromSeconds(3)); // this is just to prevent lagspikes mispredicting pulses
RefreshPulseTimer(uid, component);
if (_net.IsServer)
Log.Info($"Performing anomaly pulse. Entity: {ToPrettyString(uid)}");
// if we are above the growth threshold, then grow before the pulse
if (component.Stability > component.GrowthThreshold)
{
ChangeAnomalySeverity(uid, GetSeverityIncreaseFromGrowth(component), component);
}
var minStability = component.PulseStabilityVariation.X * component.Severity;
var maxStability = component.PulseStabilityVariation.Y * component.Severity;
var stability = Random.NextFloat(minStability, maxStability);
ChangeAnomalyStability(uid, stability, component);
AdminLog.Add(LogType.Anomaly, LogImpact.Medium, $"Anomaly {ToPrettyString(uid)} pulsed with severity {component.Severity}.");
if (_net.IsServer)
Audio.PlayPvs(component.PulseSound, uid);
var pulse = EnsureComp<AnomalyPulsingComponent>(uid);
pulse.EndTime = Timing.CurTime + pulse.PulseDuration;
Appearance.SetData(uid, AnomalyVisuals.IsPulsing, true);
var powerMod = 1f;
if (component.CurrentBehavior != null)
{
var beh = _prototype.Index<AnomalyBehaviorPrototype>(component.CurrentBehavior);
powerMod = beh.PulsePowerModifier;
}
var ev = new AnomalyPulseEvent(uid, component.Stability, component.Severity, powerMod);
RaiseLocalEvent(uid, ref ev, true);
}
public void RefreshPulseTimer(EntityUid uid, AnomalyComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
var variation = Random.NextFloat(-component.PulseVariation, component.PulseVariation) + 1;
component.NextPulseTime = Timing.CurTime + GetPulseLength(component) * variation;
}
/// <summary>
/// Begins the animation for going supercritical
/// </summary>
/// <param name="uid"></param>
public void StartSupercriticalEvent(EntityUid uid)
{
// don't restart it if it's already begun
if (HasComp<AnomalySupercriticalComponent>(uid))
return;
AdminLog.Add(LogType.Anomaly, LogImpact.Extreme, $"Anomaly {ToPrettyString(uid)} began to go supercritical.");
if (_net.IsServer)
Log.Info($"Anomaly is going supercritical. Entity: {ToPrettyString(uid)}");
var super = AddComp<AnomalySupercriticalComponent>(uid);
super.EndTime = Timing.CurTime + super.SupercriticalDuration;
Appearance.SetData(uid, AnomalyVisuals.Supercritical, true);
Dirty(uid, super);
}
/// <summary>
/// Does the supercritical event for the anomaly.
/// This isn't called once the anomaly reaches the point, but
/// after the animation for it going supercritical
/// </summary>
/// <param name="uid"></param>
/// <param name="component"></param>
public void DoAnomalySupercriticalEvent(EntityUid uid, AnomalyComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
if (!Timing.IsFirstTimePredicted)
return;
Audio.PlayPvs(component.SupercriticalSound, Transform(uid).Coordinates);
if (_net.IsServer)
Log.Info($"Raising supercritical event. Entity: {ToPrettyString(uid)}");
var powerMod = 1f;
if (component.CurrentBehavior != null)
{
var beh = _prototype.Index<AnomalyBehaviorPrototype>(component.CurrentBehavior);
powerMod = beh.PulsePowerModifier;
}
var ev = new AnomalySupercriticalEvent(uid, powerMod);
RaiseLocalEvent(uid, ref ev, true);
EndAnomaly(uid, component, true);
}
/// <summary>
/// Ends an anomaly, cleaning up all entities that may be associated with it.
/// </summary>
/// <param name="uid">The anomaly being shut down</param>
/// <param name="component"></param>
/// <param name="supercritical">Whether or not the anomaly ended via supercritical event</param>
/// <param name="spawnCore">Create anomaly cores based on the result of completing an anomaly?</param>
public void EndAnomaly(EntityUid uid, AnomalyComponent? component = null, bool supercritical = false, bool spawnCore = true)
{
// Logging before resolve, in case the anomaly has deleted itself.
if (_net.IsServer)
Log.Info($"Ending anomaly. Entity: {ToPrettyString(uid)}");
AdminLog.Add(LogType.Anomaly, supercritical ? LogImpact.High : LogImpact.Low,
$"Anomaly {ToPrettyString(uid)} {(supercritical ? "went supercritical" : "decayed")}.");
if (!Resolve(uid, ref component))
return;
var ev = new AnomalyShutdownEvent(uid, supercritical);
RaiseLocalEvent(uid, ref ev, true);
if (Terminating(uid) || _net.IsClient)
return;
if (spawnCore)
{
var core = Spawn(supercritical ? component.CorePrototype : component.CoreInertPrototype, Transform(uid).Coordinates);
_transform.PlaceNextTo(core, uid);
}
if (component.DeleteEntity)
QueueDel(uid);
else
RemCompDeferred<AnomalySupercriticalComponent>(uid);
}
/// <summary>
/// Changes the stability of the anomaly.
/// </summary>
/// <param name="uid"></param>
/// <param name="change"></param>
/// <param name="component"></param>
public void ChangeAnomalyStability(EntityUid uid, float change, AnomalyComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
var newVal = component.Stability + change;
component.Stability = Math.Clamp(newVal, 0, 1);
Dirty(uid, component);
var ev = new AnomalyStabilityChangedEvent(uid, component.Stability, component.Severity);
RaiseLocalEvent(uid, ref ev, true);
}
/// <summary>
/// Changes the severity of an anomaly, going supercritical if it exceeds 1.
/// </summary>
/// <param name="uid"></param>
/// <param name="change"></param>
/// <param name="component"></param>
public void ChangeAnomalySeverity(EntityUid uid, float change, AnomalyComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
var newVal = component.Severity + change;
if (newVal >= 1)
StartSupercriticalEvent(uid);
component.Severity = Math.Clamp(newVal, 0, 1);
Dirty(uid, component);
var ev = new AnomalySeverityChangedEvent(uid, component.Stability, component.Severity);
RaiseLocalEvent(uid, ref ev, true);
}
/// <summary>
/// Changes the health of an anomaly, ending it if it's less than 0.
/// </summary>
/// <param name="uid"></param>
/// <param name="change"></param>
/// <param name="component"></param>
public void ChangeAnomalyHealth(EntityUid uid, float change, AnomalyComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
var newVal = component.Health + change;
if (newVal < 0)
{
EndAnomaly(uid, component);
return;
}
component.Health = Math.Clamp(newVal, 0, 1);
Dirty(uid, component);
var ev = new AnomalyHealthChangedEvent(uid, component.Health);
RaiseLocalEvent(uid, ref ev, true);
}
/// <summary>
/// Gets the length of time between each pulse
/// for an anomaly based on its current stability.
/// </summary>
/// <remarks>
/// For anomalies under the instability theshold, this will return the maximum length.
/// For those over the theshold, they will return an amount between the maximum and
/// minium value based on a linear relationship with the stability.
/// </remarks>
/// <param name="component"></param>
/// <returns>The length of time as a TimeSpan, not including random variation.</returns>
public TimeSpan GetPulseLength(AnomalyComponent component)
{
DebugTools.Assert(component.MaxPulseLength > component.MinPulseLength);
var modifier = Math.Clamp((component.Stability - component.GrowthThreshold) / component.GrowthThreshold, 0, 1);
var lenght = (component.MaxPulseLength - component.MinPulseLength) * modifier + component.MinPulseLength;
//Apply behavior modifier
if (component.CurrentBehavior != null)
{
var behavior = _prototype.Index(component.CurrentBehavior.Value);
lenght *= behavior.PulseFrequencyModifier;
}
return lenght;
}
/// <summary>
/// Gets the increase in an anomaly's severity due
/// to being above its growth threshold
/// </summary>
/// <param name="component"></param>
/// <returns>The increase in severity for this anomaly</returns>
private float GetSeverityIncreaseFromGrowth(AnomalyComponent component)
{
var score = 1 + Math.Max(component.Stability - component.GrowthThreshold, 0) * 10;
return score * component.SeverityGrowthCoefficient;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var anomalyQuery = EntityQueryEnumerator<AnomalyComponent>();
while (anomalyQuery.MoveNext(out var ent, out var anomaly))
{
// if the stability is under the death threshold,
// update it every second to start killing it slowly.
if (anomaly.Stability < anomaly.DecayThreshold)
{
ChangeAnomalyHealth(ent, anomaly.HealthChangePerSecond * frameTime, anomaly);
}
if (Timing.CurTime > anomaly.NextPulseTime)
{
DoAnomalyPulse(ent, anomaly);
}
}
var pulseQuery = EntityQueryEnumerator<AnomalyPulsingComponent>();
while (pulseQuery.MoveNext(out var ent, out var pulse))
{
if (Timing.CurTime > pulse.EndTime)
{
Appearance.SetData(ent, AnomalyVisuals.IsPulsing, false);
RemComp(ent, pulse);
}
}
var supercriticalQuery = EntityQueryEnumerator<AnomalySupercriticalComponent, AnomalyComponent>();
while (supercriticalQuery.MoveNext(out var ent, out var super, out var anom))
{
if (Timing.CurTime <= super.EndTime)
continue;
DoAnomalySupercriticalEvent(ent, anom);
RemComp(ent, super);
}
}
/// <summary>
/// Gets random points around the anomaly based on the given parameters.
/// </summary>
public List<TileRef>? GetSpawningPoints(EntityUid uid, float stability, float severity, AnomalySpawnSettings settings, float powerModifier = 1f)
{
var xform = Transform(uid);
if (!TryComp<MapGridComponent>(xform.GridUid, out var grid))
return null;
var amount = (int) (MathHelper.Lerp(settings.MinAmount, settings.MaxAmount, severity * stability * powerModifier) + 0.5f);
var localpos = xform.Coordinates.Position;
var tilerefs = grid.GetLocalTilesIntersecting(
new Box2(localpos + new Vector2(-settings.MaxRange, -settings.MaxRange), localpos + new Vector2(settings.MaxRange, settings.MaxRange))).ToList();
if (tilerefs.Count == 0)
return null;
var physQuery = GetEntityQuery<PhysicsComponent>();
var resultList = new List<TileRef>();
while (resultList.Count < amount)
{
if (tilerefs.Count == 0)
break;
var tileref = Random.Pick(tilerefs);
var distance = MathF.Sqrt(MathF.Pow(tileref.X - xform.LocalPosition.X, 2) + MathF.Pow(tileref.Y - xform.LocalPosition.Y, 2));
//cut outer & inner circle
if (distance > settings.MaxRange || distance < settings.MinRange)
{
tilerefs.Remove(tileref);
continue;
}
if (!settings.CanSpawnOnEntities)
{
var valid = true;
foreach (var ent in grid.GetAnchoredEntities(tileref.GridIndices))
{
if (!physQuery.TryGetComponent(ent, out var body))
continue;
if (body.BodyType != BodyType.Static ||
!body.Hard ||
(body.CollisionLayer & (int) CollisionGroup.Impassable) == 0)
continue;
valid = false;
break;
}
if (!valid)
{
tilerefs.Remove(tileref);
continue;
}
}
resultList.Add(tileref);
}
return resultList;
}
}
[DataRecord]
public partial record struct AnomalySpawnSettings()
{
/// <summary>
/// should entities block spawning?
/// </summary>
public bool CanSpawnOnEntities { get; set; } = false;
/// <summary>
/// The minimum number of entities that spawn per pulse
/// </summary>
public int MinAmount { get; set; } = 0;
/// <summary>
/// The maximum number of entities that spawn per pulse
/// scales with severity.
/// </summary>
public int MaxAmount { get; set; } = 1;
/// <summary>
/// The distance from the anomaly in which the entities will not appear
/// </summary>
public float MinRange { get; set; } = 0f;
/// <summary>
/// The maximum radius the entities will spawn in.
/// </summary>
public float MaxRange { get; set; } = 1f;
/// <summary>
/// Whether or not anomaly spawns entities on Pulse
/// </summary>
public bool SpawnOnPulse { get; set; } = false;
/// <summary>
/// Whether or not anomaly spawns entities on SuperCritical
/// </summary>
public bool SpawnOnSuperCritical { get; set; } = false;
/// <summary>
/// Whether or not anomaly spawns entities when destroyed
/// </summary>
public bool SpawnOnShutdown { get; set; } = false;
/// <summary>
/// Whether or not anomaly spawns entities on StabilityChanged
/// </summary>
public bool SpawnOnStabilityChanged { get; set; } = false;
/// <summary>
/// Whether or not anomaly spawns entities on SeverityChanged
/// </summary>
public bool SpawnOnSeverityChanged { get; set; } = false;
}
public sealed partial class ActionAnomalyPulseEvent : InstantActionEvent { }