154 lines
6.4 KiB
C#
154 lines
6.4 KiB
C#
using Content.Server.Anomaly.Components;
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using Content.Server.Chemistry.Containers.EntitySystems;
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using Content.Shared.Anomaly.Components;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Sprite;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Anomaly.Effects;
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/// <see cref="ReagentProducerAnomalyComponent"/>
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public sealed class ReagentProducerAnomalySystem : EntitySystem
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{
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//The idea is to divide substances into several categories.
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//The anomaly will choose one of the categories with a given chance based on severity.
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//Then a random substance will be selected from the selected category.
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//There are the following categories:
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//Dangerous:
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//selected most often. A list of substances that are extremely unpleasant for injection.
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//Fun:
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//Funny things have an increased chance of appearing in an anomaly.
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//Useful:
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//Those reagents that the players are hunting for. Very low percentage of loss.
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[Dependency] private readonly SolutionContainerSystem _solutionContainer = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly PointLightSystem _light = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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public const string FallbackReagent = "Water";
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public override void Initialize()
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{
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SubscribeLocalEvent<ReagentProducerAnomalyComponent, AnomalyPulseEvent>(OnPulse);
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SubscribeLocalEvent<ReagentProducerAnomalyComponent, MapInitEvent>(OnMapInit);
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}
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private void OnPulse(Entity<ReagentProducerAnomalyComponent> entity, ref AnomalyPulseEvent args)
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{
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if (_random.NextFloat(0.0f, 1.0f) > args.Stability)
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ChangeReagent(entity, args.Severity);
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}
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private void ChangeReagent(Entity<ReagentProducerAnomalyComponent> entity, float severity)
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{
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var reagent = GetRandomReagentType(entity, severity);
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entity.Comp.ProducingReagent = reagent;
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_audio.PlayPvs(entity.Comp.ChangeSound, entity);
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}
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//reagent realtime generation
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<ReagentProducerAnomalyComponent, AnomalyComponent>();
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while (query.MoveNext(out var uid, out var component, out var anomaly))
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{
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component.AccumulatedFrametime += frameTime;
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if (component.AccumulatedFrametime < component.UpdateInterval)
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continue;
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if (!_solutionContainer.ResolveSolution(uid, component.SolutionName, ref component.Solution, out var producerSolution))
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continue;
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Solution newSol = new();
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var reagentProducingAmount = anomaly.Stability * component.MaxReagentProducing * component.AccumulatedFrametime;
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if (anomaly.Severity >= 0.97) reagentProducingAmount *= component.SupercriticalReagentProducingModifier;
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newSol.AddReagent(component.ProducingReagent, reagentProducingAmount);
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_solutionContainer.TryAddSolution(component.Solution.Value, newSol); // TODO - the container is not fully filled.
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component.AccumulatedFrametime = 0;
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// The component will repaint the sprites of the object to match the current color of the solution,
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// if the RandomSprite component is hung correctly.
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// Ideally, this should be put into a separate component, but I suffered for 4 hours,
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// and nothing worked out for me. So for now it will be like this.
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if (component.NeedRecolor)
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{
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var color = producerSolution.GetColor(_prototypeManager);
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_light.SetColor(uid, color);
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if (TryComp<RandomSpriteComponent>(uid, out var randomSprite))
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{
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foreach (var ent in randomSprite.Selected)
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{
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var state = randomSprite.Selected[ent.Key];
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state.Color = color;
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randomSprite.Selected[ent.Key] = state;
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}
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Dirty(uid, randomSprite);
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}
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}
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}
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}
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private void OnMapInit(Entity<ReagentProducerAnomalyComponent> entity, ref MapInitEvent args)
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{
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ChangeReagent(entity, 0.1f); //MapInit Reagent 100% change
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}
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// returns a random reagent based on a system of random weights.
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// First, the category is selected: The category has a minimum and maximum weight,
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// the current value depends on severity.
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// Accordingly, with the strengthening of the anomaly,
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// the chances of falling out of some categories grow, and some fall.
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//
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// After that, a random reagent in the selected category is selected.
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//
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// Such a system is made to control the danger and interest of the anomaly more.
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private string GetRandomReagentType(Entity<ReagentProducerAnomalyComponent> entity, float severity)
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{
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//Category Weight Randomization
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var currentWeightDangerous = MathHelper.Lerp(entity.Comp.WeightSpreadDangerous.X, entity.Comp.WeightSpreadDangerous.Y, severity);
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var currentWeightFun = MathHelper.Lerp(entity.Comp.WeightSpreadFun.X, entity.Comp.WeightSpreadFun.Y, severity);
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var currentWeightUseful = MathHelper.Lerp(entity.Comp.WeightSpreadUseful.X, entity.Comp.WeightSpreadUseful.Y, severity);
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var sumWeight = currentWeightDangerous + currentWeightFun + currentWeightUseful;
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var rnd = _random.NextFloat(0f, sumWeight);
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//Dangerous
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if (rnd <= currentWeightDangerous && entity.Comp.DangerousChemicals.Count > 0)
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{
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var reagent = _random.Pick(entity.Comp.DangerousChemicals);
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return reagent;
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}
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else rnd -= currentWeightDangerous;
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//Fun
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if (rnd <= currentWeightFun && entity.Comp.FunChemicals.Count > 0)
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{
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var reagent = _random.Pick(entity.Comp.FunChemicals);
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return reagent;
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}
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else rnd -= currentWeightFun;
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//Useful
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if (rnd <= currentWeightUseful && entity.Comp.UsefulChemicals.Count > 0)
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{
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var reagent = _random.Pick(entity.Comp.UsefulChemicals);
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return reagent;
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}
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//We should never end up here.
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//Maybe Log Error?
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return FallbackReagent;
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}
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}
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