Files
tbd-station-14/Content.Server/StationEvents/RadiationStorm.cs
DrSmugleaf 48b61f6bcc Replace every usage of GridCoordinates with EntityCoordinates (#2021)
* Update RobustToolbox

* Transition direct type usages

* More updates

* Fix invalid use of to map

* Update RobustToolbox

* Fix dropping items

* Rename name usages of "GridCoordinates" to "EntityCoordinates"

* Revert "Update RobustToolbox"

This reverts commit 9f334a17c5908ded0043a63158bb671e4aa3f346.

* Revert "Update RobustToolbox"

This reverts commit 3a9c8cfa3606fa501aa84407796d2ad920853a09.

# Conflicts:
#	RobustToolbox

* Fix cursed IMapGrid method usage.

* GridTileLookupTest now uses EntityCoordinates

Co-authored-by: Víctor Aguilera Puerto <6766154+Zumorica@users.noreply.github.com>
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
2020-09-06 16:11:53 +02:00

133 lines
4.4 KiB
C#

using Content.Server.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.Utility;
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.Random;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Map;
using Robust.Shared.Random;
namespace Content.Server.StationEvents
{
[UsedImplicitly]
public sealed class RadiationStorm : StationEvent
{
// Based on Goonstation style radiation storm with some TG elements (announcer, etc.)
[Dependency] private IEntityManager _entityManager = default!;
[Dependency] private IMapManager _mapManager = default!;
[Dependency] private IRobustRandom _robustRandom = default!;
public override string Name => "RadiationStorm";
protected override string StartAnnouncement => Loc.GetString(
"High levels of radiation detected near the station. Evacuate any areas containing abnormal green energy fields.");
protected override string EndAnnouncement => Loc.GetString(
"The radiation threat has passed. Please return to your workplaces.");
/// <summary>
/// How long until the radiation storm starts
/// </summary>
private const float StartupTime = 10;
/// <summary>
/// How long the radiation storm has been running for
/// </summary>
private float _timeElapsed;
private int _pulsesRemaining;
private float _timeUntilPulse;
private const float MinPulseDelay = 0.2f;
private const float MaxPulseDelay = 0.8f;
public override void Startup()
{
base.Startup();
EntitySystem.Get<AudioSystem>().PlayGlobal("/Audio/Announcements/radiation.ogg");
IoCManager.InjectDependencies(this);
_timeElapsed = 0.0f;
_pulsesRemaining = _robustRandom.Next(30, 100);
var componentManager = IoCManager.Resolve<IComponentManager>();
foreach (var overlay in componentManager.EntityQuery<ServerOverlayEffectsComponent>())
{
overlay.AddOverlay(SharedOverlayID.RadiationPulseOverlay);
}
}
public override void Shutdown()
{
base.Shutdown();
// IOC uninject?
_entityManager = null;
_mapManager = null;
_robustRandom = null;
var componentManager = IoCManager.Resolve<IComponentManager>();
foreach (var overlay in componentManager.EntityQuery<ServerOverlayEffectsComponent>())
{
overlay.RemoveOverlay(SharedOverlayID.RadiationPulseOverlay);
}
}
public override void Update(float frameTime)
{
_timeElapsed += frameTime;
if (_pulsesRemaining == 0)
{
Running = false;
}
if (!Running)
{
return;
}
if (_timeElapsed < StartupTime)
{
return;
}
_timeUntilPulse -= frameTime;
if (_timeUntilPulse <= 0.0f)
{
// TODO: Probably rate-limit this for small grids (e.g. no more than 25% covered)
foreach (var grid in _mapManager.GetAllGrids())
{
if (grid.IsDefaultGrid) continue;
SpawnPulse(grid);
}
}
}
private void SpawnPulse(IMapGrid mapGrid)
{
_entityManager.SpawnEntity("RadiationPulse", FindRandomGrid(mapGrid));
_timeUntilPulse = _robustRandom.NextFloat() * (MaxPulseDelay - MinPulseDelay) + MinPulseDelay;
_pulsesRemaining -= 1;
}
private EntityCoordinates FindRandomGrid(IMapGrid mapGrid)
{
// TODO: Need to get valid tiles? (maybe just move right if the tile we chose is invalid?)
var randomX = _robustRandom.Next((int) mapGrid.WorldBounds.Left, (int) mapGrid.WorldBounds.Right);
var randomY = _robustRandom.Next((int) mapGrid.WorldBounds.Bottom, (int) mapGrid.WorldBounds.Top);
return mapGrid.ToCoordinates(randomX, randomY);
}
}
}