146 lines
6.4 KiB
C#
146 lines
6.4 KiB
C#
using System;
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using Content.Server.Chemistry.Components;
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using Content.Server.Chemistry.EntitySystems;
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using Content.Server.Coordinates.Helpers;
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using Content.Shared.Audio;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reaction;
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using Content.Shared.Sound;
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using JetBrains.Annotations;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Player;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Chemistry.ReactionEffects
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{
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/// <summary>
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/// Basically smoke and foam reactions.
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/// </summary>
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[UsedImplicitly]
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[ImplicitDataDefinitionForInheritors]
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public abstract class AreaReactionEffect : IReactionEffect, ISerializationHooks
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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/// <summary>
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/// Used for calculating the spread range of the effect based on the intensity of the reaction.
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/// </summary>
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[DataField("rangeConstant")] private float _rangeConstant;
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[DataField("rangeMultiplier")] private float _rangeMultiplier = 1.1f;
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[DataField("maxRange")] private int _maxRange = 10;
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/// <summary>
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/// If true the reagents get diluted or concentrated depending on the range of the effect
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/// </summary>
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[DataField("diluteReagents")] private bool _diluteReagents;
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/// <summary>
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/// At what range should the reagents volume stay the same. If the effect range is higher than this then the reagents
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/// will get diluted. If the effect range is lower than this then the reagents will get concentrated.
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/// </summary>
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[DataField("reagentDilutionStart")] private int _reagentDilutionStart = 4;
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/// <summary>
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/// Used to calculate dilution. Increasing this makes the reagents get more diluted. This means that a lower range
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/// will be needed to make the reagents volume get closer to zero.
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/// </summary>
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[DataField("reagentDilutionFactor")] private float _reagentDilutionFactor = 1;
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/// <summary>
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/// Used to calculate concentration. Reagents get linearly more concentrated as the range goes from
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/// _reagentDilutionStart to zero. When the range is zero the reagents volume gets multiplied by this.
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/// </summary>
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[DataField("reagentMaxConcentrationFactor")]
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private float _reagentMaxConcentrationFactor = 2;
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/// <summary>
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/// How many seconds will the effect stay, counting after fully spreading.
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/// </summary>
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[DataField("duration")] private float _duration = 10;
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/// <summary>
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/// How many seconds between each spread step.
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/// </summary>
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[DataField("spreadDelay")] private float _spreadDelay = 0.5f;
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/// <summary>
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/// How many seconds between each remove step.
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/// </summary>
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[DataField("removeDelay")] private float _removeDelay = 0.5f;
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/// <summary>
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/// The entity prototype that will be spawned as the effect. It needs a component derived from SolutionAreaEffectComponent.
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/// </summary>
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[DataField("prototypeId", required: true)]
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private string _prototypeId = default!;
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/// <summary>
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/// Sound that will get played when this reaction effect occurs.
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/// </summary>
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[DataField("sound", required: true)] private SoundSpecifier _sound = default!;
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void ISerializationHooks.AfterDeserialization()
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{
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IoCManager.InjectDependencies(this);
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}
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public void React(Solution solution, EntityUid solutionEntity, double intensity, IEntityManager entityManager)
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{
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var splitSolution = EntitySystem.Get<SolutionContainerSystem>().SplitSolution(solutionEntity, solution, solution.MaxVolume);
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// We take the square root so it becomes harder to reach higher amount values
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var amount = (int) Math.Round(_rangeConstant + _rangeMultiplier*Math.Sqrt(intensity));
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amount = Math.Min(amount, _maxRange);
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if (_diluteReagents)
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{
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// The maximum value of solutionFraction is _reagentMaxConcentrationFactor, achieved when amount = 0
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// The infimum of solutionFraction is 0, which is approached when amount tends to infinity
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// solutionFraction is equal to 1 only when amount equals _reagentDilutionStart
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float solutionFraction;
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if (amount >= _reagentDilutionStart)
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{
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// Weird formulas here but basically when amount increases, solutionFraction gets closer to 0 in a reciprocal manner
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// _reagentDilutionFactor defines how fast solutionFraction gets closer to 0
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solutionFraction = 1 / (_reagentDilutionFactor*(amount - _reagentDilutionStart) + 1);
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}
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else
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{
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// Here when amount decreases, solutionFraction gets closer to _reagentMaxConcentrationFactor in a linear manner
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solutionFraction = amount * (1 - _reagentMaxConcentrationFactor) / _reagentDilutionStart +
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_reagentMaxConcentrationFactor;
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}
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splitSolution.RemoveSolution(splitSolution.TotalVolume * solutionFraction);
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}
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var transform = entityManager.GetComponent<TransformComponent>(solutionEntity);
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if (!_mapManager.TryFindGridAt(transform.MapPosition, out var grid)) return;
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var coords = grid.MapToGrid(transform.MapPosition);
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var ent = entityManager.SpawnEntity(_prototypeId, coords.SnapToGrid());
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var areaEffectComponent = GetAreaEffectComponent(ent);
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if (areaEffectComponent == null)
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{
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Logger.Error("Couldn't get AreaEffectComponent from " + _prototypeId);
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ent.QueueDelete();
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return;
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}
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areaEffectComponent.TryAddSolution(splitSolution);
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areaEffectComponent.Start(amount, _duration, _spreadDelay, _removeDelay);
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SoundSystem.Play(Filter.Pvs(solutionEntity), _sound.GetSound(), solutionEntity, AudioHelpers.WithVariation(0.125f));
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}
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protected abstract SolutionAreaEffectComponent? GetAreaEffectComponent(IEntity entity);
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}
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}
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