CatStation/Content.Server/Anomaly/Effects/TechAnomalySystem.cs
Rouden cc2c14f8e4
Device Network refactor part 1: API improvements (#44346)
* Refactor DeviceNetwork

* Singleton

* NetworkPayloads refactor

* Reorganize DeviceNetworkSystem

* Surveillance cameras

* Fix code

* Fix build

* Fix test fail by rewriting entire singleton logic

* Properly predict examine

* Update DeviceNetworkSystem.API.cs

* Update EntityTest.cs

* Update DeviceNetworkSystem.cs

* Alright I'll do this expensive check fine

* Fix disposals debug assert

* Implement device network static events support

* Use frozen dictionaries for performance

* Update SharedDeviceNetworkSystem.Payloads.cs

* Parallel payload handling support

* Fix some spagetti-code

* Optimize NetworkPayload cancellation

* Parallel payloads are now cancellable

* Fix screens

* Fix robotics console

* Allow new methods for shared

* Mail fix

* Turret fix

* Fix network system method usage + signal and borg fix

* finally fix atmos devices OH MY GOOOD

* Remove stupid parallelism from fax

* Fix surveiollance cameras

* Working on a single thing for 2 days straight award

* Fix the test?

* Update units.yml

* Add IDevice interface because why not

* Add more device network suffixes

* Fix camera router failing test

* yaml linter peak

* Improve docs for DeviceNetworkHandlers

* fix build

* Update CartridgeLoaderSystem.Relay.cs

* Remove parallel system and EntitySystem post init

* Add more docs and also events

* Remove unnecessary caching

* Update DevicePayloadComponentSystem.cs

* Back to entity events

* Implement DeviceData

* Remove serializable from payloads

* Update DeviceData.cs

* Add a prototype for a singleton

* Fix tests

* Fix air alarms

* Update DeviceNetworkSystem.cs

* Fix cameras

* Make camera router event-less

* Fix atmos sync payloads, add more docs

* Remove singleton + instant packets

* oops remove public access

* Fix tests?

* Why the hell overload effect makes puddle sparks

* Apparently it was redundant

* Update gates.yml

* Finish documentation

* Review

* Mark relay properties as obsolete

* Struct payloads support (#blazinglyfastmemorysafe)

* Update DeviceNetworkTest.cs

* Make device structs stuff better

* Move address prefix to DeviceNetworkComponent

* Locale fixes

* Fix tests

* Doesn't know boolean logic award

* Update AtmosAlarmableSystem.cs

* Fix address predicted examine

* Partial fix to air alarmables

* Fix deployable turrets UI

* Fix firelocks, maybe

* Apparently Activatable UI was enough lol

* Fix surveillance cameras

* Rename `QueuePacket` into `SendPacket`

* Simplify DeviceData as much as possible

* Update DeviceData.cs

* Update FaxMachineComponent.cs

* Remove DeviceData because its stupid

* Update ScreenSystem.cs

* Fix build (camera map broken still)

* Fix map

* fix usings

* Review changes

* Build fix
2026-08-31 19:42:56 +00:00

133 lines
4.7 KiB
C#

using Content.Server.Anomaly.Components;
using Content.Server.Beam;
using Content.Server.DeviceLinking.Systems;
using Content.Shared.Anomaly.Components;
using Content.Shared.DeviceLinking;
using Content.Shared.Emag.Systems;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server.Anomaly.Effects;
public sealed partial class TechAnomalySystem : EntitySystem
{
[Dependency] private DeviceLinkSystem _signal = default!;
[Dependency] private EntityLookupSystem _lookup = default!;
[Dependency] private IRobustRandom _random = default!;
[Dependency] private BeamSystem _beam = default!;
[Dependency] private IGameTiming _timing = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<TechAnomalyComponent, MapInitEvent>(OnTechMapInit);
SubscribeLocalEvent<TechAnomalyComponent, AnomalyPulseEvent>(OnPulse);
SubscribeLocalEvent<TechAnomalyComponent, AnomalySupercriticalEvent>(OnSupercritical);
SubscribeLocalEvent<TechAnomalyComponent, AnomalyStabilityChangedEvent>(OnStabilityChanged);
}
private void OnTechMapInit(Entity<TechAnomalyComponent> ent, ref MapInitEvent args)
{
ent.Comp.NextTimer = _timing.CurTime;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<TechAnomalyComponent, AnomalyComponent>();
while (query.MoveNext(out var uid, out var tech, out var anom))
{
if (_timing.CurTime < tech.NextTimer)
continue;
tech.NextTimer += TimeSpan.FromSeconds(tech.TimerFrequency);
_signal.InvokePort(uid, tech.TimerPort);
}
}
private void OnStabilityChanged(Entity<TechAnomalyComponent> tech, ref AnomalyStabilityChangedEvent args)
{
var links = MathHelper.Lerp(tech.Comp.LinkCountPerPulse.Min, tech.Comp.LinkCountPerPulse.Max, args.Severity);
CreateNewRandomLink(tech, (int)links);
}
private void CreateNewRandomLink(Entity<TechAnomalyComponent> tech, int count)
{
if (!TryComp<AnomalyComponent>(tech, out var anomaly))
return;
if (!TryComp<DeviceLinkSourceComponent>(tech, out var sourceComp))
return;
var range = MathHelper.Lerp(tech.Comp.LinkRadius.Min, tech.Comp.LinkRadius.Max, anomaly.Severity);
var devices = _lookup.GetEntitiesInRange<DeviceLinkSinkComponent>(Transform(tech).Coordinates, range);
if (devices.Count < 1)
return;
for (var i = 0; i < count; i++)
{
var device = _random.Pick(devices);
CreateNewLink(tech, (tech, sourceComp), device);
}
}
private void CreateNewLink(Entity<TechAnomalyComponent> tech, Entity<DeviceLinkSourceComponent> source, Entity<DeviceLinkSinkComponent> target)
{
var sourcePort = _random.Pick(source.Comp.Ports);
var sinkPort = _random.Pick(target.Comp.Ports);
_signal.SaveLinks(null, source, target,new()
{
(sourcePort, sinkPort),
});
_beam.TryCreateBeam(source, target, tech.Comp.LinkBeamProto);
}
private void OnSupercritical(Entity<TechAnomalyComponent> tech, ref AnomalySupercriticalEvent args)
{
// We remove the component so that the anomaly does not bind itself to other devices before self destroy.
RemComp<DeviceLinkSourceComponent>(tech);
var sources =
_lookup.GetEntitiesInRange<DeviceLinkSourceComponent>(Transform(tech).Coordinates,
tech.Comp.LinkRadius.Max);
var sinks =
_lookup.GetEntitiesInRange<DeviceLinkSinkComponent>(Transform(tech).Coordinates,
tech.Comp.LinkRadius.Max);
for (var i = 0; i < tech.Comp.LinkCountSupercritical; i++)
{
if (sources.Count < 1)
return;
if (sinks.Count < 1)
return;
var source = _random.Pick(sources);
sources.Remove(source);
var sink = _random.Pick(sinks);
sinks.Remove(sink);
if (_random.Prob(tech.Comp.EmagSupercritProbability))
{
var sourceEv = new GotEmaggedEvent(tech, EmagType.Access | EmagType.Interaction);
RaiseLocalEvent(source, ref sourceEv);
var sinkEv = new GotEmaggedEvent(tech, EmagType.Access | EmagType.Interaction);
RaiseLocalEvent(sink, ref sinkEv);
}
CreateNewLink(tech, source, sink);
}
}
private void OnPulse(Entity<TechAnomalyComponent> tech, ref AnomalyPulseEvent args)
{
_signal.InvokePort(tech.Owner, tech.Comp.PulsePort);
}
}