184 lines
6.5 KiB
C#
184 lines
6.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.AME.Components;
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using Content.Server.Explosion;
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using Content.Server.NodeContainer.NodeGroups;
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using Content.Server.NodeContainer.Nodes;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Random;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.AME
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{
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/// <summary>
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/// Node group class for handling the Antimatter Engine's console and parts.
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/// </summary>
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[NodeGroup(NodeGroupID.AMEngine)]
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public class AMENodeGroup : BaseNodeGroup
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{
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/// <summary>
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/// The AME controller which is currently in control of this node group.
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/// This could be tracked a few different ways, but this is most convenient,
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/// since any part connected to the node group can easily find the master.
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/// </summary>
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[ViewVariables]
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private AMEControllerComponent? _masterController;
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[Dependency]
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private readonly IRobustRandom _random = default!;
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public AMEControllerComponent? MasterController => _masterController;
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private readonly List<AMEShieldComponent> _cores = new();
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public int CoreCount => _cores.Count;
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public override void LoadNodes(List<Node> groupNodes)
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{
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base.LoadNodes(groupNodes);
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var mapManager = IoCManager.Resolve<IMapManager>();
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var grid = mapManager.GetGrid(GridId);
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foreach (var node in groupNodes)
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{
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var nodeOwner = node.Owner;
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if (nodeOwner.TryGetComponent(out AMEShieldComponent? shield))
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{
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var nodeNeighbors = grid.GetCellsInSquareArea(nodeOwner.Transform.Coordinates, 1)
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.Select(sgc => nodeOwner.EntityManager.GetEntity(sgc))
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.Where(entity => entity != nodeOwner && entity.HasComponent<AMEShieldComponent>());
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if (nodeNeighbors.Count() >= 8)
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{
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_cores.Add(shield);
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shield.SetCore();
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// Core visuals will be updated later.
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}
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else
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{
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shield.UnsetCore();
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}
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}
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}
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// Separate to ensure core count is correctly updated.
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foreach (var node in groupNodes)
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{
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var nodeOwner = node.Owner;
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if (nodeOwner.TryGetComponent(out AMEControllerComponent? controller))
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{
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if (_masterController == null)
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{
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// Has to be the first one, as otherwise IsMasterController will return true on them all for this first update.
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_masterController = controller;
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}
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controller.OnAMENodeGroupUpdate();
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}
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}
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UpdateCoreVisuals();
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}
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public void UpdateCoreVisuals()
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{
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var injectionAmount = 0;
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var injecting = false;
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if (_masterController != null)
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{
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injectionAmount = _masterController.InjectionAmount;
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injecting = _masterController.Injecting;
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}
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var injectionStrength = CoreCount > 0 ? injectionAmount / CoreCount : 0;
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foreach (AMEShieldComponent core in _cores)
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{
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core.UpdateCoreVisuals(injectionStrength, injecting);
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}
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}
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public float InjectFuel(int fuel, out bool overloading)
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{
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overloading = false;
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if(fuel > 0 && CoreCount > 0)
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{
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var safeFuelLimit = CoreCount * 2;
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if (fuel > safeFuelLimit)
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{
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// The AME is being overloaded.
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// Note about these maths: I would assume the general idea here is to make larger engines less safe to overload.
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// In other words, yes, those are supposed to be CoreCount, not safeFuelLimit.
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var instability = 0;
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var overloadVsSizeResult = fuel - CoreCount;
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// fuel > safeFuelLimit: Slow damage. Can safely run at this level for burst periods if the engine is small and someone is keeping an eye on it.
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if (_random.Prob(0.5f))
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instability = 1;
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// overloadVsSizeResult > 5:
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if (overloadVsSizeResult > 5)
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instability = 5;
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// overloadVsSizeResult > 10: This will explode in at most 5 injections.
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if (overloadVsSizeResult > 10)
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instability = 20;
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// Apply calculated instability
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if (instability != 0)
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{
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overloading = true;
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foreach(AMEShieldComponent core in _cores)
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{
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core.CoreIntegrity -= instability;
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}
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}
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}
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// Note the float conversions. The maths will completely fail if not done using floats.
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// Oh, and don't ever stuff the result of this in an int. Seriously.
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return (((float) fuel) / CoreCount) * fuel * 20000;
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}
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return 0;
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}
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public int GetTotalStability()
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{
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if(CoreCount < 1) { return 100; }
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var stability = 0;
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foreach(AMEShieldComponent core in _cores)
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{
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stability += core.CoreIntegrity;
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}
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stability = stability / CoreCount;
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return stability;
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}
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public void ExplodeCores()
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{
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if(_cores.Count < 1 || MasterController == null) { return; }
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var intensity = 0;
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/*
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* todo: add an exact to the shielding and make this find the core closest to the controller
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* so they chain explode, after helpers have been added to make it not cancer
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*/
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var epicenter = _cores.First();
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foreach (AMEShieldComponent core in _cores)
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{
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intensity += MasterController.InjectionAmount;
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}
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intensity = Math.Min(intensity, 8);
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epicenter.Owner.SpawnExplosion(intensity / 2, intensity, intensity * 2, intensity * 3);
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}
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}
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}
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