using System.Linq; using Content.Server.Power.Components; using Content.Server.Solar.Components; using Content.Shared.GameTicking; using Content.Shared.Physics; using JetBrains.Annotations; using Robust.Shared.Physics; using Robust.Shared.Physics.Systems; using Robust.Shared.Random; namespace Content.Server.Solar.EntitySystems { /// /// Responsible for maintaining the solar-panel sun angle and updating coverage. /// [UsedImplicitly] internal sealed class PowerSolarSystem : EntitySystem { [Dependency] private readonly IRobustRandom _robustRandom = default!; [Dependency] private readonly SharedPhysicsSystem _physicsSystem = default!; [Dependency] private readonly SharedTransformSystem _transformSystem = default!; /// /// Maximum panel angular velocity range - used to stop people rotating panels fast enough that the lag prevention becomes noticable /// public const float MaxPanelVelocityDegrees = 1f; /// /// The current sun angle. /// public Angle TowardsSun = Angle.Zero; /// /// The current sun angular velocity. (This is changed in Initialize) /// public Angle SunAngularVelocity = Angle.Zero; /// /// The distance before the sun is considered to have been 'visible anyway'. /// This value, like the occlusion semantics, is borrowed from all the other SS13 stations with solars. /// public float SunOcclusionCheckDistance = 20; /// /// TODO: *Should be moved into the solar tracker when powernet allows for it.* /// The current target panel rotation. /// public Angle TargetPanelRotation = Angle.Zero; /// /// TODO: *Should be moved into the solar tracker when powernet allows for it.* /// The current target panel velocity. /// public Angle TargetPanelVelocity = Angle.Zero; /// /// TODO: *Should be moved into the solar tracker when powernet allows for it.* /// Last update of total panel power. /// public float TotalPanelPower = 0; /// /// Queue of panels to update each cycle. /// private readonly Queue> _updateQueue = new(); public override void Initialize() { SubscribeLocalEvent(OnMapInit); SubscribeLocalEvent(Reset); RandomizeSun(); } public void Reset(RoundRestartCleanupEvent ev) { RandomizeSun(); TargetPanelRotation = Angle.Zero; TargetPanelVelocity = Angle.Zero; TotalPanelPower = 0; } private void RandomizeSun() { // Initialize the sun to something random TowardsSun = MathHelper.TwoPi * _robustRandom.NextDouble(); SunAngularVelocity = Angle.FromDegrees(0.1 + ((_robustRandom.NextDouble() - 0.5) * 0.05)); } private void OnMapInit(EntityUid uid, SolarPanelComponent component, MapInitEvent args) { UpdateSupply(uid, component); } public override void Update(float frameTime) { TowardsSun += SunAngularVelocity * frameTime; TowardsSun = TowardsSun.Reduced(); TargetPanelRotation += TargetPanelVelocity * frameTime; TargetPanelRotation = TargetPanelRotation.Reduced(); if (_updateQueue.Count > 0) { var panel = _updateQueue.Dequeue(); if (panel.Comp.Running) UpdatePanelCoverage(panel); } else { TotalPanelPower = 0; var query = EntityQueryEnumerator(); while (query.MoveNext(out var uid, out var panel, out var xform)) { TotalPanelPower += panel.MaxSupply * panel.Coverage; _transformSystem.SetWorldRotation(xform, TargetPanelRotation); _updateQueue.Enqueue((uid, panel)); } } } private void UpdatePanelCoverage(Entity panel) { var entity = panel.Owner; var xform = EntityManager.GetComponent(entity); // So apparently, and yes, I *did* only find this out later, // this is just a really fancy way of saying "Lambert's law of cosines". // ...I still think this explaination makes more sense. // In the 'sunRelative' coordinate system: // the sun is considered to be an infinite distance directly up. // this is the rotation of the panel relative to that. // directly upwards (theta = 0) = coverage 1 // left/right 90 degrees (abs(theta) = (pi / 2)) = coverage 0 // directly downwards (abs(theta) = pi) = coverage -1 // as TowardsSun + = CCW, // panelRelativeToSun should - = CW var panelRelativeToSun = _transformSystem.GetWorldRotation(xform) - TowardsSun; // essentially, given cos = X & sin = Y & Y is 'downwards', // then for the first 90 degrees of rotation in either direction, // this plots the lower-right quadrant of a circle. // now basically assume a line going from the negated X/Y to there, // and that's the hypothetical solar panel. // // since, again, the sun is considered to be an infinite distance upwards, // this essentially means Cos(panelRelativeToSun) is half of the cross-section, // and since the full cross-section has a max of 2, effectively-halving it is fine. // // as for when it goes negative, it only does that when (abs(theta) > pi) // and that's expected behavior. float coverage = (float)Math.Max(0, Math.Cos(panelRelativeToSun)); if (coverage > 0) { // Determine if the solar panel is occluded, and zero out coverage if so. var ray = new CollisionRay(_transformSystem.GetWorldPosition(xform), TowardsSun.ToWorldVec(), (int) CollisionGroup.Opaque); var rayCastResults = _physicsSystem.IntersectRayWithPredicate( xform.MapID, ray, SunOcclusionCheckDistance, e => !xform.Anchored || e == entity); if (rayCastResults.Any()) coverage = 0; } // Total coverage calculated; apply it to the panel. panel.Comp.Coverage = coverage; UpdateSupply(panel, panel); } public void UpdateSupply( EntityUid uid, SolarPanelComponent? solar = null, PowerSupplierComponent? supplier = null) { if (!Resolve(uid, ref solar, ref supplier, false)) return; supplier.MaxSupply = (int) (solar.MaxSupply * solar.Coverage); } } }