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AnomalySystem.cs 9.1 KB

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  1. using Content.Server.Anomaly.Components;
  2. using Content.Server.Atmos.EntitySystems;
  3. using Content.Server.Audio;
  4. using Content.Server.Explosion.EntitySystems;
  5. using Content.Server.Materials;
  6. using Content.Server.Radiation.Systems;
  7. using Content.Server.Radio.EntitySystems;
  8. using Content.Server.Station.Systems;
  9. using Content.Shared.Anomaly;
  10. using Content.Shared.Anomaly.Components;
  11. using Content.Shared.Anomaly.Prototypes;
  12. using Content.Shared.DoAfter;
  13. using Content.Shared.Random;
  14. using Content.Shared.Random.Helpers;
  15. using Robust.Server.GameObjects;
  16. using Robust.Shared.Audio.Systems;
  17. using Robust.Shared.Configuration;
  18. using Robust.Shared.Physics.Events;
  19. using Robust.Shared.Prototypes;
  20. using Robust.Shared.Random;
  21. namespace Content.Server.Anomaly;
  22. /// <summary>
  23. /// This handles logic and interactions relating to <see cref="AnomalyComponent"/>
  24. /// </summary>
  25. public sealed partial class AnomalySystem : SharedAnomalySystem
  26. {
  27. [Dependency] private readonly IConfigurationManager _configuration = default!;
  28. [Dependency] private readonly IPrototypeManager _prototype = default!;
  29. [Dependency] private readonly AmbientSoundSystem _ambient = default!;
  30. [Dependency] private readonly AtmosphereSystem _atmosphere = default!;
  31. [Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
  32. [Dependency] private readonly ExplosionSystem _explosion = default!;
  33. [Dependency] private readonly MaterialStorageSystem _material = default!;
  34. [Dependency] private readonly SharedPointLightSystem _pointLight = default!;
  35. [Dependency] private readonly StationSystem _station = default!;
  36. [Dependency] private readonly RadioSystem _radio = default!;
  37. [Dependency] private readonly IRobustRandom _random = default!;
  38. [Dependency] private readonly RadiationSystem _radiation = default!;
  39. [Dependency] private readonly SharedAudioSystem _audio = default!;
  40. [Dependency] private readonly UserInterfaceSystem _ui = default!;
  41. public const float MinParticleVariation = 0.8f;
  42. public const float MaxParticleVariation = 1.2f;
  43. [ValidatePrototypeId<WeightedRandomPrototype>]
  44. const string WeightListProto = "AnomalyBehaviorList";
  45. /// <inheritdoc/>
  46. public override void Initialize()
  47. {
  48. base.Initialize();
  49. SubscribeLocalEvent<AnomalyComponent, MapInitEvent>(OnMapInit);
  50. SubscribeLocalEvent<AnomalyComponent, ComponentShutdown>(OnShutdown);
  51. SubscribeLocalEvent<AnomalyComponent, StartCollideEvent>(OnStartCollide);
  52. InitializeGenerator();
  53. InitializeScanner();
  54. InitializeVessel();
  55. InitializeCommands();
  56. }
  57. private void OnMapInit(Entity<AnomalyComponent> anomaly, ref MapInitEvent args)
  58. {
  59. anomaly.Comp.NextPulseTime = Timing.CurTime + GetPulseLength(anomaly.Comp) * 3; // longer the first time
  60. ChangeAnomalyStability(anomaly, Random.NextFloat(anomaly.Comp.InitialStabilityRange.Item1 , anomaly.Comp.InitialStabilityRange.Item2), anomaly.Comp);
  61. ChangeAnomalySeverity(anomaly, Random.NextFloat(anomaly.Comp.InitialSeverityRange.Item1, anomaly.Comp.InitialSeverityRange.Item2), anomaly.Comp);
  62. ShuffleParticlesEffect(anomaly);
  63. anomaly.Comp.Continuity = _random.NextFloat(anomaly.Comp.MinContituty, anomaly.Comp.MaxContituty);
  64. SetBehavior(anomaly, GetRandomBehavior());
  65. }
  66. public void ShuffleParticlesEffect(Entity<AnomalyComponent> anomaly)
  67. {
  68. var particles = new List<AnomalousParticleType>
  69. { AnomalousParticleType.Delta, AnomalousParticleType.Epsilon, AnomalousParticleType.Zeta, AnomalousParticleType.Sigma };
  70. anomaly.Comp.SeverityParticleType = Random.PickAndTake(particles);
  71. anomaly.Comp.DestabilizingParticleType = Random.PickAndTake(particles);
  72. anomaly.Comp.WeakeningParticleType = Random.PickAndTake(particles);
  73. anomaly.Comp.TransformationParticleType = Random.PickAndTake(particles);
  74. Dirty(anomaly);
  75. }
  76. private void OnShutdown(Entity<AnomalyComponent> anomaly, ref ComponentShutdown args)
  77. {
  78. if (anomaly.Comp.CurrentBehavior is not null)
  79. RemoveBehavior(anomaly, anomaly.Comp.CurrentBehavior.Value);
  80. EndAnomaly(anomaly, spawnCore: false);
  81. }
  82. private void OnStartCollide(Entity<AnomalyComponent> anomaly, ref StartCollideEvent args)
  83. {
  84. if (!TryComp<AnomalousParticleComponent>(args.OtherEntity, out var particle))
  85. return;
  86. if (args.OtherFixtureId != particle.FixtureId)
  87. return;
  88. var behaviorMod = 1f;
  89. if (anomaly.Comp.CurrentBehavior != null)
  90. {
  91. var b = _prototype.Index(anomaly.Comp.CurrentBehavior.Value);
  92. behaviorMod = b.ParticleSensivity;
  93. }
  94. // small function to randomize because it's easier to read like this
  95. float VaryValue(float v) => v * behaviorMod * Random.NextFloat(MinParticleVariation, MaxParticleVariation);
  96. if (particle.ParticleType == anomaly.Comp.DestabilizingParticleType || particle.DestabilzingOverride)
  97. {
  98. ChangeAnomalyStability(anomaly, VaryValue(particle.StabilityPerDestabilizingHit), anomaly.Comp);
  99. }
  100. if (particle.ParticleType == anomaly.Comp.SeverityParticleType || particle.SeverityOverride)
  101. {
  102. ChangeAnomalySeverity(anomaly, VaryValue(particle.SeverityPerSeverityHit), anomaly.Comp);
  103. }
  104. if (particle.ParticleType == anomaly.Comp.WeakeningParticleType || particle.WeakeningOverride)
  105. {
  106. ChangeAnomalyHealth(anomaly, VaryValue(particle.HealthPerWeakeningeHit), anomaly.Comp);
  107. ChangeAnomalyStability(anomaly, VaryValue(particle.StabilityPerWeakeningeHit), anomaly.Comp);
  108. }
  109. if (particle.ParticleType == anomaly.Comp.TransformationParticleType || particle.TransmutationOverride)
  110. {
  111. ChangeAnomalySeverity(anomaly, VaryValue(particle.SeverityPerSeverityHit), anomaly.Comp);
  112. if (_random.Prob(anomaly.Comp.Continuity))
  113. SetBehavior(anomaly, GetRandomBehavior());
  114. }
  115. }
  116. /// <summary>
  117. /// Gets the amount of research points generated per second for an anomaly.
  118. /// </summary>
  119. /// <param name="anomaly"></param>
  120. /// <param name="component"></param>
  121. /// <returns>The amount of points</returns>
  122. public int GetAnomalyPointValue(EntityUid anomaly, AnomalyComponent? component = null)
  123. {
  124. if (!Resolve(anomaly, ref component, false))
  125. return 0;
  126. var multiplier = 1f;
  127. if (component.Stability > component.GrowthThreshold)
  128. multiplier = component.GrowingPointMultiplier; //more points for unstable
  129. //penalty of up to 50% based on health
  130. multiplier *= MathF.Pow(1.5f, component.Health) - 0.5f;
  131. //Apply behavior modifier
  132. if (component.CurrentBehavior != null)
  133. {
  134. var behavior = _prototype.Index(component.CurrentBehavior.Value);
  135. multiplier *= behavior.EarnPointModifier;
  136. }
  137. var severityValue = 1 / (1 + MathF.Pow(MathF.E, -7 * (component.Severity - 0.5f)));
  138. return (int) ((component.MaxPointsPerSecond - component.MinPointsPerSecond) * severityValue * multiplier) + component.MinPointsPerSecond;
  139. }
  140. /// <summary>
  141. /// Gets the localized name of a particle.
  142. /// </summary>
  143. /// <param name="type"></param>
  144. /// <returns></returns>
  145. public string GetParticleLocale(AnomalousParticleType type)
  146. {
  147. return type switch
  148. {
  149. AnomalousParticleType.Delta => Loc.GetString("anomaly-particles-delta"),
  150. AnomalousParticleType.Epsilon => Loc.GetString("anomaly-particles-epsilon"),
  151. AnomalousParticleType.Zeta => Loc.GetString("anomaly-particles-zeta"),
  152. AnomalousParticleType.Sigma => Loc.GetString("anomaly-particles-sigma"),
  153. _ => throw new ArgumentOutOfRangeException()
  154. };
  155. }
  156. public override void Update(float frameTime)
  157. {
  158. base.Update(frameTime);
  159. UpdateGenerator();
  160. UpdateVessels();
  161. }
  162. #region Behavior
  163. private string GetRandomBehavior()
  164. {
  165. var weightList = _prototype.Index<WeightedRandomPrototype>(WeightListProto);
  166. return weightList.Pick(_random);
  167. }
  168. private void SetBehavior(Entity<AnomalyComponent> anomaly, ProtoId<AnomalyBehaviorPrototype> behaviorProto)
  169. {
  170. if (anomaly.Comp.CurrentBehavior == behaviorProto)
  171. return;
  172. if (anomaly.Comp.CurrentBehavior != null)
  173. RemoveBehavior(anomaly, anomaly.Comp.CurrentBehavior.Value);
  174. anomaly.Comp.CurrentBehavior = behaviorProto;
  175. var behavior = _prototype.Index(behaviorProto);
  176. EntityManager.AddComponents(anomaly, behavior.Components);
  177. var ev = new AnomalyBehaviorChangedEvent(anomaly, anomaly.Comp.CurrentBehavior, behaviorProto);
  178. RaiseLocalEvent(anomaly, ref ev, true);
  179. }
  180. private void RemoveBehavior(Entity<AnomalyComponent> anomaly, ProtoId<AnomalyBehaviorPrototype> behaviorProto)
  181. {
  182. if (anomaly.Comp.CurrentBehavior == null)
  183. return;
  184. var behavior = _prototype.Index(behaviorProto);
  185. EntityManager.RemoveComponents(anomaly, behavior.Components);
  186. }
  187. #endregion
  188. }