Files
tbd-station-14/Content.Server/Chemistry/ReactionEffects/AreaReactionEffect.cs
2021-02-08 22:46:28 +01:00

164 lines
6.9 KiB
C#

#nullable enable
using System;
using Content.Server.GameObjects.Components.Chemistry;
using Content.Server.Interfaces.Chemistry;
using Content.Server.Utility;
using Content.Shared.Audio;
using JetBrains.Annotations;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Serialization;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Serialization;
namespace Content.Server.Chemistry.ReactionEffects
{
/// <summary>
/// Basically smoke and foam reactions.
/// </summary>
[UsedImplicitly]
public abstract class AreaReactionEffect : IReactionEffect
{
[Dependency] private readonly IMapManager _mapManager = default!;
/// <summary>
/// Used for calculating the spread range of the effect based on the intensity of the reaction.
/// </summary>
private float _rangeConstant;
private float _rangeMultiplier;
private int _maxRange;
/// <summary>
/// If true the reagents get diluted or concentrated depending on the range of the effect
/// </summary>
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>
private int _reagentDilutionStart;
/// <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>
private float _reagentDilutionFactor;
/// <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>
private float _reagentMaxConcentrationFactor;
/// <summary>
/// How many seconds will the effect stay, counting after fully spreading.
/// </summary>
private float _duration;
/// <summary>
/// How many seconds between each spread step.
/// </summary>
private float _spreadDelay;
/// <summary>
/// How many seconds between each remove step.
/// </summary>
private float _removeDelay;
/// <summary>
/// The entity prototype that will be spawned as the effect. It needs a component derived from SolutionAreaEffectComponent.
/// </summary>
private string? _prototypeId;
/// <summary>
/// Sound that will get played when this reaction effect occurs.
/// </summary>
private string? _sound;
protected AreaReactionEffect()
{
IoCManager.InjectDependencies(this);
}
void IExposeData.ExposeData(ObjectSerializer serializer)
{
serializer.DataField(ref _rangeConstant, "rangeConstant",0f);
serializer.DataField(ref _rangeMultiplier, "rangeMultiplier",1.1f);
serializer.DataField(ref _maxRange, "maxRange", 10);
serializer.DataField(ref _diluteReagents, "diluteReagents", false);
serializer.DataField(ref _reagentDilutionStart, "reagentDilutionStart", 4);
serializer.DataField(ref _reagentDilutionFactor, "reagentDilutionFactor", 1f);
serializer.DataField(ref _reagentMaxConcentrationFactor, "reagentMaxConcentrationFactor",2f);
serializer.DataField(ref _duration, "duration", 10f);
serializer.DataField(ref _spreadDelay, "spreadDelay", 0.5f);
serializer.DataField(ref _removeDelay, "removeDelay", 0.5f);
serializer.DataField(ref _sound, "sound", null);
serializer.DataField(ref _prototypeId, "prototypeId", null);
if (_prototypeId == null)
Logger.Error("prototypeId wasn't provided to AreaReactionEffect, check yaml");
}
public void React(IEntity solutionEntity, double intensity)
{
if (!solutionEntity.TryGetComponent(out SolutionContainerComponent? contents))
return;
var solution = contents.SplitSolution(contents.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;
}
solution.RemoveSolution(solution.TotalVolume*(1-solutionFraction));
}
if (!_mapManager.TryFindGridAt(solutionEntity.Transform.MapPosition, out var grid)) return;
var coords = grid.MapToGrid(solutionEntity.Transform.MapPosition);
var ent = solutionEntity.EntityManager.SpawnEntity(_prototypeId, coords.SnapToGrid());
var areaEffectComponent = GetAreaEffectComponent(ent);
if (areaEffectComponent == null)
{
Logger.Error("Couldn't get AreaEffectComponent from " + _prototypeId);
ent.Delete();
return;
}
areaEffectComponent.TryAddSolution(solution);
areaEffectComponent.Start(amount, _duration, _spreadDelay, _removeDelay);
if (!string.IsNullOrEmpty(_sound))
{
EntitySystem.Get<AudioSystem>().PlayFromEntity(_sound, solutionEntity, AudioHelpers.WithVariation(0.125f));
}
}
protected abstract SolutionAreaEffectComponent? GetAreaEffectComponent(IEntity entity);
}
}