Files
tbd-station-14/Content.Shared/Singularity/EntitySystems/SharedSingularitySystem.cs

386 lines
17 KiB
C#

using Robust.Shared.Containers;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Serialization;
using Content.Shared.Radiation.Components;
using Content.Shared.Singularity.Components;
using Content.Shared.Singularity.Events;
namespace Content.Shared.Singularity.EntitySystems;
/// <summary>
/// The entity system primarily responsible for managing <see cref="SingularityComponent"/>s.
/// </summary>
public abstract class SharedSingularitySystem : EntitySystem
{
#region Dependencies
[Dependency] private readonly SharedAppearanceSystem _visualizer = default!;
[Dependency] private readonly SharedContainerSystem _containers = default!;
[Dependency] private readonly SharedEventHorizonSystem _horizons = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] protected readonly IViewVariablesManager Vvm = default!;
#endregion Dependencies
/// <summary>
/// The minimum level a singularity can be set to.
/// </summary>
public const byte MinSingularityLevel = 0;
/// <summary>
/// The maximum level a singularity can be set to.
/// </summary>
public const byte MaxSingularityLevel = 6;
/// <summary>
/// The amount to scale a singularities distortion shader by when it's in a container.
/// This is the inverse of an exponent, not a linear scaling factor.
/// ie. n => intensity = intensity ** (1/n)
/// </summary>
public const float DistortionContainerScaling = 4f;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SingularityComponent, ComponentStartup>(OnSingularityStartup);
SubscribeLocalEvent<AppearanceComponent, SingularityLevelChangedEvent>(UpdateAppearance);
SubscribeLocalEvent<RadiationSourceComponent, SingularityLevelChangedEvent>(UpdateRadiation);
SubscribeLocalEvent<PhysicsComponent, SingularityLevelChangedEvent>(UpdateBody);
SubscribeLocalEvent<EventHorizonComponent, SingularityLevelChangedEvent>(UpdateEventHorizon);
SubscribeLocalEvent<SingularityDistortionComponent, SingularityLevelChangedEvent>(UpdateDistortion);
SubscribeLocalEvent<SingularityDistortionComponent, EntGotInsertedIntoContainerMessage>(UpdateDistortion);
SubscribeLocalEvent<SingularityDistortionComponent, EntGotRemovedFromContainerMessage>(UpdateDistortion);
var vvHandle = Vvm.GetTypeHandler<SingularityComponent>();
vvHandle.AddPath(nameof(SingularityComponent.Level), (_, comp) => comp.Level, SetLevel);
vvHandle.AddPath(nameof(SingularityComponent.RadsPerLevel), (_, comp) => comp.RadsPerLevel, SetRadsPerLevel);
}
public override void Shutdown()
{
var vvHandle = Vvm.GetTypeHandler<SingularityComponent>();
vvHandle.RemovePath(nameof(SingularityComponent.Level));
vvHandle.RemovePath(nameof(SingularityComponent.RadsPerLevel));
base.Shutdown();
}
#region Getters/Setters
/// <summary>
/// Setter for <see cref="SingularityComponent.Level"/>
/// Also sends out an event alerting that the singularities level has changed.
/// </summary>
/// <param name="uid">The uid of the singularity to change the level of.</param>
/// <param name="value">The new level the singularity should have.</param>
/// <param name="singularity">The state of the singularity to change the level of.</param>
public void SetLevel(EntityUid uid, byte value, SingularityComponent? singularity = null)
{
if(!Resolve(uid, ref singularity))
return;
value = MathHelper.Clamp(value, MinSingularityLevel, MaxSingularityLevel);
var oldValue = singularity.Level;
if (oldValue == value)
return;
singularity.Level = value;
UpdateSingularityLevel(uid, oldValue, singularity);
if(!EntityManager.Deleted(singularity.Owner))
EntityManager.Dirty(singularity);
}
/// <summary>
/// Setter for <see cref="SingularityComponent.RadsPerLevel"/>
/// Also updates the radiation output of the singularity according to the new values.
/// </summary>
/// <param name="uid">The uid of the singularity to change the radioactivity of.</param>
/// <param name="value">The new radioactivity the singularity should have.</param>
/// <param name="singularity">The state of the singularity to change the radioactivity of.</param>
public void SetRadsPerLevel(EntityUid uid, float value, SingularityComponent? singularity = null)
{
if(!Resolve(uid, ref singularity))
return;
var oldValue = singularity.RadsPerLevel;
if (oldValue == value)
return;
singularity.RadsPerLevel = value;
UpdateRadiation(uid, singularity);
}
/// <summary>
/// Alerts the entity hosting the singularity that the level of the singularity has changed.
/// Usually follows a SharedSingularitySystem.SetLevel call, but is also used on component startup to sync everything.
/// </summary>
/// <param name="uid">The uid of the singularity which's level has changed.</param>
/// <param name="oldValue">The old level of the singularity. May be equal to <see cref="SingularityComponent.Level"/> if the component is starting.</param>
/// <param name="singularity">The state of the singularity which's level has changed.</param>
public void UpdateSingularityLevel(EntityUid uid, byte oldValue, SingularityComponent? singularity = null)
{
if(!Resolve(uid, ref singularity))
return;
RaiseLocalEvent(uid, new SingularityLevelChangedEvent(singularity.Level, oldValue, singularity));
if (singularity.Level <= 0)
QueueDel(uid);
}
/// <summary>
/// Alerts the entity hosting the singularity that the level of the singularity has changed without the level actually changing.
/// Used to sync components when the singularity component is added to an entity.
/// </summary>
/// <param name="uid">The uid of the singularity.</param>
/// <param name="singularity">The state of the singularity.</param>
public void UpdateSingularityLevel(EntityUid uid, SingularityComponent? singularity = null)
{
if (Resolve(uid, ref singularity))
UpdateSingularityLevel(uid, singularity.Level, singularity);
}
/// <summary>
/// Updates the amount of radiation the singularity emits to reflect a change in the level or radioactivity per level of the singularity.
/// </summary>
/// <param name="uid">The uid of the singularity to update the radiation of.</param>
/// <param name="singularity">The state of the singularity to update the radiation of.</param>
/// <param name="rads">The state of the radioactivity of the singularity to update.</param>
private void UpdateRadiation(EntityUid uid, SingularityComponent? singularity = null, RadiationSourceComponent? rads = null)
{
if(!Resolve(uid, ref singularity, ref rads, logMissing: false))
return;
rads.Intensity = singularity.Level * singularity.RadsPerLevel;
}
#endregion Getters/Setters
#region Derivations
/// <summary>
/// The scaling factor for the size of a singularities gravity well.
/// </summary>
public const float BaseGravityWellRadius = 2f;
/// <summary>
/// The scaling factor for the base acceleration of a singularities gravity well.
/// </summary>
public const float BaseGravityWellAcceleration = 10f;
/// <summary>
/// The level at and above which a singularity should be capable of breaching containment.
/// </summary>
public const byte SingularityBreachThreshold = 5;
/// <summary>
/// Derives the proper gravity well radius for a singularity from its state.
/// </summary>
/// <param name="singulo">A singularity.</param>
/// <returns>The gravity well radius the singularity should have given its state.</returns>
public float GravPulseRange(SingularityComponent singulo)
=> BaseGravityWellRadius * (singulo.Level + 1);
/// <summary>
/// Derives the proper base gravitational acceleration for a singularity from its state.
/// </summary>
/// <param name="singulo">A singularity.</param>
/// <returns>The base gravitational acceleration the singularity should have given its state.</returns>
public (float, float) GravPulseAcceleration(SingularityComponent singulo)
=> (BaseGravityWellAcceleration * singulo.Level, 0f);
/// <summary>
/// Derives the proper event horizon radius for a singularity from its state.
/// </summary>
/// <param name="singulo">A singularity.</param>
/// <returns>The event horizon radius the singularity should have given its state.</returns>
public float EventHorizonRadius(SingularityComponent singulo)
=> singulo.Level - 0.5f;
/// <summary>
/// Derives whether a singularity should be able to breach containment from its state.
/// </summary>
/// <param name="singulo">A singularity.</param>
/// <returns>Whether the singularity should be able to breach containment.</returns>
public bool CanBreachContainment(SingularityComponent singulo)
=> singulo.Level >= SingularityBreachThreshold;
/// <summary>
/// Derives the proper distortion shader falloff for a singularity from its state.
/// </summary>
/// <param name="singulo">A singularity.</param>
/// <returns>The distortion shader falloff the singularity should have given its state.</returns>
public float GetFalloff(float level)
{
return level switch {
0 => 9999f,
1 => MathF.Sqrt(6.4f),
2 => MathF.Sqrt(7.0f),
3 => MathF.Sqrt(8.0f),
4 => MathF.Sqrt(10.0f),
5 => MathF.Sqrt(12.0f),
6 => MathF.Sqrt(12.0f),
_ => -1.0f
};
}
/// <summary>
/// Derives the proper distortion shader intensity for a singularity from its state.
/// </summary>
/// <param name="singulo">A singularity.</param>
/// <returns>The distortion shader intensity the singularity should have given its state.</returns>
public float GetIntensity(float level)
{
return level switch {
0 => 0.0f,
1 => 3645f,
2 => 103680f,
3 => 1113920f,
4 => 16200000f,
5 => 180000000f,
6 => 180000000f,
_ => -1.0f
};
}
#endregion Derivations
#region Serialization
/// <summary>
/// A state wrapper used to sync the singularity between the server and client.
/// </summary>
[Serializable, NetSerializable]
protected sealed class SingularityComponentState : ComponentState
{
/// <summary>
/// The level of the singularity to sync.
/// </summary>
public readonly byte Level;
public SingularityComponentState(SingularityComponent singulo)
{
Level = singulo.Level;
}
}
#endregion Serialization
#region EventHandlers
/// <summary>
/// Syncs other components with the state of the singularity via event on startup.
/// </summary>
/// <param name="uid">The entity that is becoming a singularity.</param>
/// <param name="comp">The singularity component that is being added to the entity.</param>
/// <param name="args">The event arguments.</param>
protected virtual void OnSingularityStartup(EntityUid uid, SingularityComponent comp, ComponentStartup args)
{
UpdateSingularityLevel(uid, comp);
}
// TODO: Figure out which systems should have control of which coupling.
/// <summary>
/// Syncs the radius of an event horizon associated with a singularity that just changed levels.
/// </summary>
/// <param name="uid">The entity that the event horizon and singularity are attached to.</param>
/// <param name="comp">The event horizon associated with the singularity.</param>
/// <param name="args">The event arguments.</param>
private void UpdateEventHorizon(EntityUid uid, EventHorizonComponent comp, SingularityLevelChangedEvent args)
{
var singulo = args.Singularity;
_horizons.SetRadius(uid, EventHorizonRadius(singulo), false, comp);
_horizons.SetCanBreachContainment(uid, CanBreachContainment(singulo), false, comp);
_horizons.UpdateEventHorizonFixture(uid, eventHorizon: comp);
}
/// <summary>
/// Updates the distortion shader associated with a singularity when the singuarity changes levels.
/// </summary>
/// <param name="uid">The uid of the distortion shader.</param>
/// <param name="comp">The state of the distortion shader.</param>
/// <param name="args">The event arguments.</param>
private void UpdateDistortion(EntityUid uid, SingularityDistortionComponent comp, SingularityLevelChangedEvent args)
{
var newFalloffPower = GetFalloff(args.NewValue);
var newIntensity = GetIntensity(args.NewValue);
if (_containers.IsEntityInContainer(uid))
{
var absFalloffPower = MathF.Abs(newFalloffPower);
var absIntensity = MathF.Abs(newIntensity);
var factor = (1f / DistortionContainerScaling) - 1f;
newFalloffPower = absFalloffPower > 1f ? newFalloffPower * MathF.Pow(absFalloffPower, factor) : newFalloffPower;
newIntensity = absIntensity > 1f ? newIntensity * MathF.Pow(absIntensity, factor) : newIntensity;
}
comp.FalloffPower = newFalloffPower;
comp.Intensity = newIntensity;
}
/// <summary>
/// Updates the distortion shader associated with a singularity when the singuarity is inserted into a container.
/// </summary>
/// <param name="uid">The uid of the distortion shader.</param>
/// <param name="comp">The state of the distortion shader.</param>
/// <param name="args">The event arguments.</param>
private void UpdateDistortion(EntityUid uid, SingularityDistortionComponent comp, EntGotInsertedIntoContainerMessage args)
{
var absFalloffPower = MathF.Abs(comp.FalloffPower);
var absIntensity = MathF.Abs(comp.Intensity);
var factor = (1f / DistortionContainerScaling) - 1f;
comp.FalloffPower = absFalloffPower > 1 ? comp.FalloffPower * MathF.Pow(absFalloffPower, factor) : comp.FalloffPower;
comp.Intensity = absIntensity > 1 ? comp.Intensity * MathF.Pow(absIntensity, factor) : comp.Intensity;
}
/// <summary>
/// Updates the distortion shader associated with a singularity when the singuarity is removed from a container.
/// </summary>
/// <param name="uid">The uid of the distortion shader.</param>
/// <param name="comp">The state of the distortion shader.</param>
/// <param name="args">The event arguments.</param>
private void UpdateDistortion(EntityUid uid, SingularityDistortionComponent comp, EntGotRemovedFromContainerMessage args)
{
var absFalloffPower = MathF.Abs(comp.FalloffPower);
var absIntensity = MathF.Abs(comp.Intensity);
var factor = DistortionContainerScaling - 1;
comp.FalloffPower = absFalloffPower > 1 ? comp.FalloffPower * MathF.Pow(absFalloffPower, factor) : comp.FalloffPower;
comp.Intensity = absIntensity > 1 ? comp.Intensity * MathF.Pow(absIntensity, factor) : comp.Intensity;
}
/// <summary>
/// Updates the state of the physics body associated with a singularity when the singualrity changes levels.
/// </summary>
/// <param name="uid">The entity that the physics body and singularity are attached to.</param>
/// <param name="comp">The physics body associated with the singularity.</param>
/// <param name="args">The event arguments.</param>
private void UpdateBody(EntityUid uid, PhysicsComponent comp, SingularityLevelChangedEvent args)
{
_physics.SetBodyStatus(comp, (args.NewValue > 1) ? BodyStatus.InAir : BodyStatus.OnGround);
if (args.NewValue <= 1 && args.OldValue > 1) // Apparently keeps singularities from getting stuck in the corners of containment fields.
_physics.SetLinearVelocity(uid, Vector2.Zero, body: comp); // No idea how stopping the singularities movement keeps it from getting stuck though.
}
/// <summary>
/// Updates the appearance of a singularity when the singularities level changes.
/// </summary>
/// <param name="uid">The entity that the singularity is attached to.</param>
/// <param name="comp">The appearance associated with the singularity.</param>
/// <param name="args">The event arguments.</param>
private void UpdateAppearance(EntityUid uid, AppearanceComponent comp, SingularityLevelChangedEvent args)
{
_visualizer.SetData(uid, SingularityAppearanceKeys.Singularity, args.NewValue, comp);
}
/// <summary>
/// Updates the amount of radiation a singularity emits when the singularities level changes.
/// </summary>
/// <param name="uid">The entity that the singularity is attached to.</param>
/// <param name="comp">The radiation source associated with the singularity.</param>
/// <param name="args">The event arguments.</param>
private void UpdateRadiation(EntityUid uid, RadiationSourceComponent comp, SingularityLevelChangedEvent args)
{
UpdateRadiation(uid, args.Singularity, comp);
}
#endregion EventHandlers
}