using System.Linq;
using Content.Server.Ame.Components;
using Content.Server.Ame.EntitySystems;
using Content.Server.Chat.Managers;
using Content.Server.Explosion.EntitySystems;
using Content.Server.NodeContainer.NodeGroups;
using Content.Server.NodeContainer.Nodes;
using Robust.Server.GameObjects;
using Robust.Shared.Map.Components;
using Robust.Shared.Random;
namespace Content.Server.Ame;
///
/// Node group class for handling the Antimatter Engine's console and parts.
///
[NodeGroup(NodeGroupID.AMEngine)]
public sealed class AmeNodeGroup : BaseNodeGroup
{
[Dependency] private readonly IChatManager _chat = default!;
[Dependency] private readonly IEntityManager _entMan = default!;
[Dependency] private readonly IRobustRandom _random = default!;
///
/// The AME controller which is currently in control of this node group.
/// This could be tracked a few different ways, but this is most convenient,
/// since any part connected to the node group can easily find the master.
///
[ViewVariables]
private EntityUid? _masterController;
public EntityUid? MasterController => _masterController;
///
/// The set of AME shielding units that currently count as cores for the AME.
///
private readonly List _cores = new();
public int CoreCount => _cores.Count;
public override void LoadNodes(List groupNodes)
{
base.LoadNodes(groupNodes);
EntityUid? gridEnt = null;
var ameControllerSystem = _entMan.System();
var ameShieldingSystem = _entMan.System();
var mapSystem = _entMan.System();
var shieldQuery = _entMan.GetEntityQuery();
var controllerQuery = _entMan.GetEntityQuery();
var xformQuery = _entMan.GetEntityQuery();
foreach (var node in groupNodes)
{
var nodeOwner = node.Owner;
if (!shieldQuery.TryGetComponent(nodeOwner, out var shield))
continue;
if (!xformQuery.TryGetComponent(nodeOwner, out var xform))
continue;
if (!_entMan.TryGetComponent(xform.GridUid, out MapGridComponent? grid))
continue;
if (gridEnt == null)
gridEnt = xform.GridUid;
else if (gridEnt != xform.GridUid)
continue;
var nodeNeighbors = mapSystem.GetCellsInSquareArea(xform.GridUid.Value, grid, xform.Coordinates, 1)
.Where(entity => entity != nodeOwner && shieldQuery.HasComponent(entity));
if (nodeNeighbors.Count() >= 8)
{
_cores.Add(nodeOwner);
ameShieldingSystem.SetCore(nodeOwner, true, shield);
// Core visuals will be updated later.
}
else
{
ameShieldingSystem.SetCore(nodeOwner, false, shield);
}
}
// Separate to ensure core count is correctly updated.
foreach (var node in groupNodes)
{
var nodeOwner = node.Owner;
if (!controllerQuery.TryGetComponent(nodeOwner, out var controller))
continue;
if (_masterController == null)
_masterController = nodeOwner;
ameControllerSystem.UpdateUi(nodeOwner, controller);
}
UpdateCoreVisuals();
}
public void UpdateCoreVisuals()
{
var injectionAmount = 0;
var injecting = false;
if (_entMan.TryGetComponent(_masterController, out var controller))
{
injectionAmount = controller.InjectionAmount;
injecting = controller.Injecting;
}
var injectionStrength = CoreCount > 0 ? injectionAmount / CoreCount : 0;
var coreSystem = _entMan.System();
foreach (var coreUid in _cores)
{
coreSystem.UpdateCoreVisuals(coreUid, injectionStrength, injecting);
}
}
public float InjectFuel(int fuel, out bool overloading)
{
overloading = false;
var shieldQuery = _entMan.GetEntityQuery();
if (fuel <= 0 || CoreCount <= 0)
return 0;
var safeFuelLimit = CoreCount * 2;
var powerOutput = CalculatePower(fuel, CoreCount);
if (fuel <= safeFuelLimit)
return powerOutput;
// The AME is being overloaded.
// Note about these maths: I would assume the general idea here is to make larger engines less safe to overload.
// In other words, yes, those are supposed to be CoreCount, not safeFuelLimit.
var overloadVsSizeResult = fuel - CoreCount;
var instability = overloadVsSizeResult / CoreCount;
var fuzz = _random.Next(-1, 2); // -1 to 1
instability += fuzz; // fuzz the values a tiny bit.
overloading = true;
var integrityCheck = 100;
foreach (var coreUid in _cores)
{
if (!shieldQuery.TryGetComponent(coreUid, out var core))
continue;
var oldIntegrity = core.CoreIntegrity;
core.CoreIntegrity -= instability;
if (oldIntegrity > 95
&& core.CoreIntegrity <= 95
&& core.CoreIntegrity < integrityCheck)
integrityCheck = core.CoreIntegrity;
}
// Admin alert
if (integrityCheck != 100 && _masterController.HasValue)
_chat.SendAdminAlert($"AME overloading: {_entMan.ToPrettyString(_masterController.Value)}");
return powerOutput;
}
///
/// Calculates the amount of power the AME can produce with the given settings
///
public float CalculatePower(int fuel, int cores)
{
// Balanced around a single core AME with injection level 2 producing 120KW.
// Two core with four injection is 150kW. Two core with two injection is 90kW.
// Increasing core count creates diminishing returns, increasing injection amount increases
// Unlike the previous solution, increasing fuel and cores always leads to an increase in power, even if by very small amounts.
// Increasing core count without increasing fuel always leads to reduced power as well.
// At 18+ cores and 2 inject, the power produced is less than 0, the Max ensures the AME can never produce "negative" power.
return MathF.Max(200000f * MathF.Log10(2 * fuel * MathF.Pow(cores, (float)-0.5)), 0);
}
public int GetTotalStability()
{
if (CoreCount < 1)
return 100;
var stability = 0;
var coreQuery = _entMan.GetEntityQuery();
foreach (var coreUid in _cores)
{
if (coreQuery.TryGetComponent(coreUid, out var core))
stability += core.CoreIntegrity;
}
stability /= CoreCount;
return stability;
}
public void ExplodeCores()
{
if (_cores.Count < 1
|| !_entMan.TryGetComponent(MasterController, out var controller))
return;
/*
* todo: add an exact to the shielding and make this find the core closest to the controller
* so they chain explode, after helpers have been added to make it not cancer
*/
var radius = Math.Min(2 * CoreCount * controller.InjectionAmount, 8f);
_entMan.System().TriggerExplosive(MasterController.Value, radius: radius, delete: false);
}
}