fish-station/Content.Server/StationEvents/Events/MeteorSwarmSystem.cs
VigersRay 67c8ba2471 Merge remote-tracking branch 'refs/remotes/wizards/master'
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#	Content.Client/Administration/UI/Tabs/ObjectsTab/ObjectsTab.xaml.cs
#	Content.Client/Administration/UI/Tabs/ObjectsTab/ObjectsTabEntry.xaml
#	Content.Client/Administration/UI/Tabs/ObjectsTab/ObjectsTabEntry.xaml.cs
#	Content.IntegrationTests/Tests/PostMapInitTest.cs
#	Content.Server/Chat/Systems/ChatSystem.cs
#	Content.Server/Clothing/Components/GloveHeatResistanceComponent.cs
#	Content.Server/Light/EntitySystems/PoweredLightSystem.cs
#	Content.Server/Medical/HealthAnalyzerSystem.cs
#	Content.Server/Medical/SuitSensors/SuitSensorComponent.cs
#	Content.Server/StationEvents/Events/MeteorSwarmSystem.cs
#	Content.Server/StationEvents/Events/StationEventSystem.cs
#	Content.Shared/Actions/SharedActionsSystem.cs
#	Content.Shared/Interaction/SharedInteractionSystem.cs
#	Resources/Prototypes/AlertLevels/alert_levels.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/heads.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/misc.yml
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#	Resources/Prototypes/Entities/Markers/Spawners/Random/maintenance.yml
#	Resources/Prototypes/Entities/Mobs/Cyborgs/base_borg_chassis.yml
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#	Resources/Prototypes/Entities/Objects/Specific/Medical/handheld_crew_monitor.yml
#	Resources/Prototypes/Entities/Structures/Machines/lathe.yml
#	Resources/Prototypes/GameRules/events.yml
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#	Resources/Textures/Clothing/Head/Helmets/security.rsi/meta.json
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#	Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/inhand-left.png
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#	Resources/Textures/Structures/Wallmounts/Lighting/light_tube.rsi/meta.json
#	Resources/migration.yml
2024-08-14 19:55:44 +03:00

100 lines
4 KiB
C#

using System.Numerics;
using Content.Server._Sunrise.Station;
using Content.Server.Chat.Systems;
using Content.Server.GameTicking.Rules;
using Content.Server.Station.Components;
using Content.Server.Station.Systems;
using Content.Server.StationEvents.Components;
using Content.Shared.GameTicking.Components;
using Content.Shared.Random.Helpers;
using Robust.Shared.Map;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Random;
namespace Content.Server.StationEvents.Events;
public sealed class MeteorSwarmSystem : GameRuleSystem<MeteorSwarmComponent>
{
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly StationSystem _station = default!;
protected override void Added(EntityUid uid, MeteorSwarmComponent component, GameRuleComponent gameRule, GameRuleAddedEvent args)
{
base.Added(uid, component, gameRule, args);
component.WaveCounter = component.Waves.Next(RobustRandom);
// we don't want to send to players who aren't in game (i.e. in the lobby)
Filter allPlayersInGame = Filter.Empty().AddWhere(GameTicker.UserHasJoinedGame);
if (component.Announcement is { } locId)
_chat.DispatchFilteredAnnouncement(allPlayersInGame, Loc.GetString(locId), playSound: false, colorOverride: Color.Gold);
_audio.PlayGlobal(component.AnnouncementSound, allPlayersInGame, true);
}
protected override void ActiveTick(EntityUid uid, MeteorSwarmComponent component, GameRuleComponent gameRule, float frameTime)
{
if (Timing.CurTime < component.NextWaveTime)
return;
component.NextWaveTime += TimeSpan.FromSeconds(component.WaveCooldown.Next(RobustRandom));
var stations = _station.GetStations();
var validStations = new List<EntityUid>();
foreach (var entityUid in stations)
{
if (HasComp<StationMeteorSwarmTargetComponent>(entityUid))
validStations.Add(entityUid);
}
if (validStations.Count == 0)
return;
var station = RobustRandom.Pick(validStations);
if (_station.GetLargestGrid(Comp<StationDataComponent>(station)) is not { } grid)
return;
var mapId = Transform(grid).MapID;
var playableArea = _physics.GetWorldAABB(grid);
var minimumDistance = (playableArea.TopRight - playableArea.Center).Length() + 50f;
var maximumDistance = minimumDistance + 100f;
var center = playableArea.Center;
var meteorsToSpawn = component.MeteorsPerWave.Next(RobustRandom);
for (var i = 0; i < meteorsToSpawn; i++)
{
var spawnProto = RobustRandom.Pick(component.Meteors);
var angle = component.NonDirectional
? RobustRandom.NextAngle()
: new Random(uid.Id).NextAngle();
var offset = angle.RotateVec(new Vector2((maximumDistance - minimumDistance) * RobustRandom.NextFloat() + minimumDistance, 0));
// the line at which spawns occur is perpendicular to the offset.
// This means the meteors are less likely to bunch up and hit the same thing.
var subOffsetAngle = RobustRandom.Prob(0.5f)
? angle + Math.PI / 2
: angle - Math.PI / 2;
var subOffset = subOffsetAngle.RotateVec(new Vector2( (playableArea.TopRight - playableArea.Center).Length() / 3 * RobustRandom.NextFloat(), 0));
var spawnPosition = new MapCoordinates(center + offset + subOffset, mapId);
var meteor = Spawn(spawnProto, spawnPosition);
var physics = Comp<PhysicsComponent>(meteor);
_physics.ApplyLinearImpulse(meteor, -offset.Normalized() * component.MeteorVelocity * physics.Mass, body: physics);
}
component.WaveCounter--;
if (component.WaveCounter <= 0)
{
ForceEndSelf(uid, gameRule);
}
}
}