Files
tbd-station-14/Content.Server/Chemistry/ReactionEffects/AreaReactionEffect.cs
2021-11-09 11:51:24 +01:00

146 lines
6.4 KiB
C#

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