mirror of
https://github.com/space-syndicate/space-station-14.git
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* Resolve StationEvent warnings * fix misuses of ent after rename, paracusia flip * oh god more rules * comments, whitespace, unnecessary precision * comments, NotNull->IsNull oops * more consistent ent vs. ent.Owner, whitespace * Greytide: "with accress from... access groups"
101 lines
3.7 KiB
C#
101 lines
3.7 KiB
C#
using System.Numerics;
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using Content.Server.Station.Systems;
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using Content.Server.StationEvents.Components;
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using Content.Shared.GameTicking.Components;
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using Content.Shared.GameTicking.Rules;
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using Content.Shared.Random.Helpers;
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using Robust.Shared.Map;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Random;
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namespace Content.Server.StationEvents.Events;
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/// <summary>
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/// Handler for events that spawn meteors, throwing them at the largest grid of the station.
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/// </summary>
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/// <seealso cref="MeteorSwarmComponent"/>
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public sealed partial class MeteorSwarmSystem : GameRuleSystem<MeteorSwarmComponent>
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{
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[Dependency] private SharedPhysicsSystem _physics = default!;
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[Dependency] private ServerStationSystem _station = default!;
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protected override void Added(Entity<MeteorSwarmComponent, GameRuleComponent> rule, ref GameRuleAddedEvent args)
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{
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base.Added(rule, ref args);
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var stations = _station.GetStations();
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if (stations.Count == 0)
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return;
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var station = RobustRandom.Pick(stations);
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if (_station.GetLargestGrid(station.AsNullable()) is not { } grid)
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return;
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rule.Comp1.TargetGrid = grid;
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rule.Comp1.WaveCounter = rule.Comp1.Waves.Next(RobustRandom);
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if (rule.Comp1.Announcement is { } locId)
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GameTicker.StationMapAnnouncement(station, locId, rule.Comp1.AnnouncementSound, Color.Gold);
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}
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protected override void ActiveTick(EntityUid uid, MeteorSwarmComponent component, GameRuleComponent gameRule, float frameTime)
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{
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if (Timing.CurTime < component.NextWaveTime)
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return;
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if (component.TargetGrid is not { } grid)
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{
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ForceEndSelf((uid, gameRule));
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return;
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}
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component.NextWaveTime += TimeSpan.FromSeconds(component.WaveCooldown.Next(RobustRandom));
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var mapId = Transform(grid).MapID;
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var playableArea = _physics.GetWorldAABB(grid);
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var minimumDistance = (playableArea.TopRight - playableArea.Center).Length() + 50f;
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var maximumDistance = minimumDistance + 100f;
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var center = playableArea.Center;
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IRobustRandom random;
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if (component.NonDirectional)
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{
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random = RobustRandom;
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}
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else
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{
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random = new RobustRandom();
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random.SetSeed(uid.Id);
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}
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var meteorsToSpawn = component.MeteorsPerWave.Next(RobustRandom);
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for (var i = 0; i < meteorsToSpawn; i++)
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{
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var spawnProto = RobustRandom.Pick(component.Meteors);
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var angle = random.NextAngle();
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var offset = angle.RotateVec(new Vector2((maximumDistance - minimumDistance) * RobustRandom.NextFloat() + minimumDistance, 0));
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// the line at which spawns occur is perpendicular to the offset.
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// This means the meteors are less likely to bunch up and hit the same thing.
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var subOffsetAngle = RobustRandom.Prob(0.5f)
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? angle + Math.PI / 2
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: angle - Math.PI / 2;
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var subOffset = subOffsetAngle.RotateVec(new Vector2((playableArea.TopRight - playableArea.Center).Length() / 3 * RobustRandom.NextFloat(), 0));
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var spawnPosition = new MapCoordinates(center + offset + subOffset, mapId);
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var meteor = Spawn(spawnProto, spawnPosition);
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var physics = Comp<PhysicsComponent>(meteor);
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_physics.ApplyLinearImpulse(meteor, -offset.Normalized() * component.MeteorVelocity * physics.Mass, body: physics);
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}
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component.WaveCounter--;
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if (component.WaveCounter <= 0)
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{
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ForceEndSelf((uid, gameRule));
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}
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}
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}
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