* Added variable PercentageDrain to SinguloFoodComponent * Set percentageDrain to 0.03 (3%) for anti particles * Added percentageDrain logic in public OnConsumed * Simplify SinguloFoodComponent and set percentageDrain to negative * EnergyFactor now applies to positive values too * Better commenting on EnergyFactor * Update Content.Server/Singularity/Components/SinguloFoodComponent.cs * Documentation of EnergyFactor * Fixing spelling mistake --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
315 lines
14 KiB
C#
315 lines
14 KiB
C#
using Content.Server.Physics.Components;
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using Content.Server.Singularity.Components;
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using Content.Server.Singularity.Events;
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using Content.Shared.Singularity.Components;
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using Content.Shared.Singularity.EntitySystems;
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using Content.Shared.Singularity.Events;
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using Robust.Server.GameStates;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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namespace Content.Server.Singularity.EntitySystems;
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/// <summary>
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/// The server-side version of <see cref="SharedSingularitySystem"/>.
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/// Primarily responsible for managing <see cref="SingularityComponent"/>s.
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/// Handles their accumulation of energy upon consuming entities (see <see cref="EventHorizonComponent"/>) and gradual dissipation.
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/// Also handles synchronizing server-side components with the singuarities level.
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/// </summary>
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public sealed class SingularitySystem : SharedSingularitySystem
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{
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#region Dependencies
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly PvsOverrideSystem _pvs = default!;
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#endregion Dependencies
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/// <summary>
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/// The amount of energy singulos accumulate when they eat a tile.
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/// </summary>
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public const float BaseTileEnergy = 1f;
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/// <summary>
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/// The amount of energy singulos accumulate when they eat an entity.
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/// </summary>
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public const float BaseEntityEnergy = 1f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SingularityDistortionComponent, ComponentStartup>(OnDistortionStartup);
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SubscribeLocalEvent<SingularityComponent, ComponentShutdown>(OnSingularityShutdown);
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SubscribeLocalEvent<SingularityComponent, EventHorizonConsumedEntityEvent>(OnConsumed);
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SubscribeLocalEvent<SinguloFoodComponent, EventHorizonConsumedEntityEvent>(OnConsumed);
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SubscribeLocalEvent<SingularityComponent, EntityConsumedByEventHorizonEvent>(OnConsumedEntity);
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SubscribeLocalEvent<SingularityComponent, TilesConsumedByEventHorizonEvent>(OnConsumedTiles);
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SubscribeLocalEvent<SingularityComponent, SingularityLevelChangedEvent>(UpdateEnergyDrain);
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SubscribeLocalEvent<SingularityComponent, ComponentGetState>(HandleSingularityState);
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// TODO: Figure out where all this coupling should be handled.
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SubscribeLocalEvent<RandomWalkComponent, SingularityLevelChangedEvent>(UpdateRandomWalk);
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SubscribeLocalEvent<GravityWellComponent, SingularityLevelChangedEvent>(UpdateGravityWell);
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var vvHandle = Vvm.GetTypeHandler<SingularityComponent>();
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vvHandle.AddPath(nameof(SingularityComponent.Energy), (_, comp) => comp.Energy, SetEnergy);
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}
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public override void Shutdown()
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{
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var vvHandle = Vvm.GetTypeHandler<SingularityComponent>();
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vvHandle.RemovePath(nameof(SingularityComponent.Energy));
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base.Shutdown();
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}
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/// <summary>
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/// Handles the gradual dissipation of all singularities.
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/// </summary>
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/// <param name="frameTime">The amount of time since the last set of updates.</param>
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public override void Update(float frameTime)
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{
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if(!_timing.IsFirstTimePredicted)
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return;
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var query = EntityQueryEnumerator<SingularityComponent>();
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while (query.MoveNext(out var uid, out var singularity))
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{
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AdjustEnergy(uid, -singularity.EnergyDrain * frameTime, singularity: singularity);
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}
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}
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#region Getters/Setters
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/// <summary>
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/// Setter for <see cref="SingularityComponent.Energy"/>.
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/// Also updates the level of the singularity accordingly.
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/// </summary>
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/// <param name="uid">The uid of the singularity to set the energy of.</param>
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/// <param name="value">The amount of energy for the singularity to have.</param>
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/// <param name="singularity">The state of the singularity to set the energy of.</param>
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public void SetEnergy(EntityUid uid, float value, SingularityComponent? singularity = null)
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{
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if(!Resolve(uid, ref singularity))
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return;
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var oldValue = singularity.Energy;
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if (oldValue == value)
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return;
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singularity.Energy = value;
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SetLevel(uid, value switch
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{
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// Normally, a level 6 singularity requires the supermatter + 3000 energy.
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// The required amount of energy has been bumped up to compensate for the lack of the supermatter.
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>= 5000 => 6,
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>= 2000 => 5,
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>= 1000 => 4,
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>= 500 => 3,
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>= 200 => 2,
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> 0 => 1,
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_ => 0
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}, singularity);
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}
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/// <summary>
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/// Adjusts the amount of energy the singularity has accumulated.
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/// </summary>
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/// <param name="uid">The uid of the singularity to adjust the energy of.</param>
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/// <param name="delta">The amount to adjust the energy of the singuarity.</param>
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/// <param name="min">The minimum amount of energy for the singularity to be adjusted to.</param>
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/// <param name="max">The maximum amount of energy for the singularity to be adjusted to.</param>
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/// <param name="snapMin">Whether the amount of energy in the singularity should be forced to within the specified range if it already is below it.</param>
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/// <param name="snapMax">Whether the amount of energy in the singularity should be forced to within the specified range if it already is above it.</param>
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/// <param name="singularity">The state of the singularity to adjust the energy of.</param>
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public void AdjustEnergy(EntityUid uid, float delta, float min = float.MinValue, float max = float.MaxValue, bool snapMin = true, bool snapMax = true, SingularityComponent? singularity = null)
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{
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if(!Resolve(uid, ref singularity))
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return;
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var newValue = singularity.Energy + delta;
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if((!snapMin && newValue < min)
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|| (!snapMax && newValue > max))
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return;
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SetEnergy(uid, MathHelper.Clamp(newValue, min, max), singularity);
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}
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#endregion Getters/Setters
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#region Event Handlers
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/// <summary>
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/// Handles playing the startup sounds when a singulo forms.
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/// Always sets up the ambient singularity rumble.
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/// The formation sound only plays if the singularity is being created.
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/// </summary>
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/// <param name="uid">The entity UID of the singularity that is forming.</param>
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/// <param name="comp">The component of the singularity that is forming.</param>
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/// <param name="args">The event arguments.</param>
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protected override void OnSingularityStartup(EntityUid uid, SingularityComponent comp, ComponentStartup args)
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{
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MetaDataComponent? metaData = null;
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if (Resolve(uid, ref metaData) && metaData.EntityLifeStage <= EntityLifeStage.Initializing)
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_audio.PlayPvs(comp.FormationSound, uid);
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comp.AmbientSoundStream = _audio.PlayPvs(comp.AmbientSound, uid)?.Entity;
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UpdateSingularityLevel(uid, comp);
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}
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/// <summary>
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/// Makes entities that have the singularity distortion visual warping always get their state shared with the client.
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/// This prevents some major popin with large distortion ranges.
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/// </summary>
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/// <param name="uid">The entity UID of the entity that is gaining the shader.</param>
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/// <param name="comp">The component of the shader that the entity is gaining.</param>
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/// <param name="args">The event arguments.</param>
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public void OnDistortionStartup(EntityUid uid, SingularityDistortionComponent comp, ComponentStartup args)
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{
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_pvs.AddGlobalOverride(uid);
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}
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/// <summary>
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/// Handles playing the shutdown sounds when a singulo dissipates.
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/// Always stops the ambient singularity rumble.
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/// The dissipations sound only plays if the singularity is being destroyed.
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/// </summary>
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/// <param name="uid">The entity UID of the singularity that is dissipating.</param>
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/// <param name="comp">The component of the singularity that is dissipating.</param>
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/// <param name="args">The event arguments.</param>
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public void OnSingularityShutdown(EntityUid uid, SingularityComponent comp, ComponentShutdown args)
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{
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comp.AmbientSoundStream = _audio.Stop(comp.AmbientSoundStream);
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MetaDataComponent? metaData = null;
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if (Resolve(uid, ref metaData) && metaData.EntityLifeStage >= EntityLifeStage.Terminating)
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{
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var xform = Transform(uid);
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var coordinates = xform.Coordinates;
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// I feel like IsValid should be checking this or something idk.
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if (!TerminatingOrDeleted(coordinates.EntityId))
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_audio.PlayPvs(comp.DissipationSound, coordinates);
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}
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}
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/// <summary>
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/// Handles wrapping the state of a singularity for server-client syncing.
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/// </summary>
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/// <param name="uid">The uid of the singularity that is being synced.</param>
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/// <param name="comp">The state of the singularity that is being synced.</param>
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/// <param name="args">The event arguments.</param>
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private void HandleSingularityState(EntityUid uid, SingularityComponent comp, ref ComponentGetState args)
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{
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args.State = new SingularityComponentState(comp);
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}
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/// <summary>
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/// Adds the energy of any entities that are consumed to the singularity that consumed them.
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/// </summary>
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/// <param name="uid">The entity UID of the singularity that is consuming the entity.</param>
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/// <param name="comp">The component of the singularity that is consuming the entity.</param>
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/// <param name="args">The event arguments.</param>
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public void OnConsumedEntity(EntityUid uid, SingularityComponent comp, ref EntityConsumedByEventHorizonEvent args)
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{
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// Don't double count singulo food
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if (HasComp<SinguloFoodComponent>(args.Entity))
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return;
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AdjustEnergy(uid, BaseEntityEnergy, singularity: comp);
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}
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/// <summary>
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/// Adds the energy of any tiles that are consumed to the singularity that consumed them.
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/// </summary>
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/// <param name="uid">The entity UID of the singularity that is consuming the tiles.</param>
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/// <param name="comp">The component of the singularity that is consuming the tiles.</param>
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/// <param name="args">The event arguments.</param>
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public void OnConsumedTiles(EntityUid uid, SingularityComponent comp, ref TilesConsumedByEventHorizonEvent args)
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{
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AdjustEnergy(uid, args.Tiles.Count * BaseTileEnergy, singularity: comp);
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}
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/// <summary>
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/// Adds the energy of this singularity to singularities that consume it.
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/// </summary>
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/// <param name="uid">The entity UID of the singularity that is being consumed.</param>
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/// <param name="comp">The component of the singularity that is being consumed.</param>
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/// <param name="args">The event arguments.</param>
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private void OnConsumed(EntityUid uid, SingularityComponent comp, ref EventHorizonConsumedEntityEvent args)
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{
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// Should be slightly more efficient than checking literally everything we consume for a singularity component and doing the reverse.
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if (EntityManager.TryGetComponent<SingularityComponent>(args.EventHorizonUid, out var singulo))
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{
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AdjustEnergy(args.EventHorizonUid, comp.Energy, singularity: singulo);
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SetEnergy(uid, 0.0f, comp);
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}
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}
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/// <summary>
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/// Adds some bonus energy from any singularity food to the singularity that consumes it.
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/// </summary>
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/// <param name="uid">The entity UID of the singularity food that is being consumed.</param>
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/// <param name="comp">The component of the singularity food that is being consumed.</param>
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/// <param name="args">The event arguments.</param>
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public void OnConsumed(EntityUid uid, SinguloFoodComponent comp, ref EventHorizonConsumedEntityEvent args)
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{
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if (EntityManager.TryGetComponent<SingularityComponent>(args.EventHorizonUid, out var singulo))
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{
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// Calculate the percentage change (positive or negative)
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var percentageChange = singulo.Energy * (comp.EnergyFactor - 1f);
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// Apply both the flat and percentage changes
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AdjustEnergy(args.EventHorizonUid, comp.Energy + percentageChange, singularity: singulo);
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}
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}
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/// <summary>
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/// Updates the rate at which the singularities energy drains at when its level changes.
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/// </summary>
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/// <param name="uid">The entity UID of the singularity that changed in level.</param>
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/// <param name="comp">The component of the singularity that changed in level.</param>
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/// <param name="args">The event arguments.</param>
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public void UpdateEnergyDrain(EntityUid uid, SingularityComponent comp, SingularityLevelChangedEvent args)
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{
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comp.EnergyDrain = args.NewValue switch
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{
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6 => 0,
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5 => 0,
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4 => 20,
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3 => 10,
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2 => 5,
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1 => 1,
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_ => 0
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};
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}
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/// <summary>
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/// Updates the possible speeds of the singulos random walk when the singularities level changes.
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/// </summary>
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/// <param name="uid">The entity UID of the singularity.</param>
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/// <param name="comp">The random walk component component sharing the entity with the singulo component.</param>
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/// <param name="args">The event arguments.</param>
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private void UpdateRandomWalk(EntityUid uid, RandomWalkComponent comp, SingularityLevelChangedEvent args)
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{
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var scale = MathF.Max(args.NewValue, 4);
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comp.MinSpeed = 7.5f / scale;
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comp.MaxSpeed = 10f / scale;
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}
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/// <summary>
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/// Updates the size and strength of the singularities gravity well when the singularities level changes.
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/// </summary>
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/// <param name="uid">The entity UID of the singularity.</param>
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/// <param name="comp">The gravity well component sharing the entity with the singulo component.</param>
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/// <param name="args">The event arguments.</param>
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private void UpdateGravityWell(EntityUid uid, GravityWellComponent comp, SingularityLevelChangedEvent args)
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{
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var singulos = args.Singularity;
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comp.MaxRange = GravPulseRange(singulos);
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(comp.BaseRadialAcceleration, comp.BaseTangentialAcceleration) = GravPulseAcceleration(singulos);
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}
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#endregion Event Handlers
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}
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