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- using System.Numerics;
- using Content.Shared.Radiation.Components;
- using Content.Shared.Singularity.Components;
- using Content.Shared.Singularity.Events;
- using Robust.Shared.Containers;
- using Robust.Shared.Physics.Components;
- using Robust.Shared.Physics.Systems;
- using Robust.Shared.Serialization;
- namespace Content.Shared.Singularity.EntitySystems;
- /// <summary>
- /// The entity system primarily responsible for managing <see cref="SingularityComponent"/>s.
- /// </summary>
- public abstract class SharedSingularitySystem : EntitySystem
- {
- #region Dependencies
- [Dependency] private readonly SharedAppearanceSystem _visualizer = default!;
- [Dependency] private readonly SharedContainerSystem _containers = default!;
- [Dependency] private readonly SharedEventHorizonSystem _horizons = default!;
- [Dependency] private readonly SharedPhysicsSystem _physics = default!;
- [Dependency] protected readonly IViewVariablesManager Vvm = default!;
- #endregion Dependencies
- /// <summary>
- /// The minimum level a singularity can be set to.
- /// </summary>
- public const byte MinSingularityLevel = 0;
- /// <summary>
- /// The maximum level a singularity can be set to.
- /// </summary>
- public const byte MaxSingularityLevel = 6;
- /// <summary>
- /// The amount to scale a singularities distortion shader by when it's in a container.
- /// This is the inverse of an exponent, not a linear scaling factor.
- /// ie. n => intensity = intensity ** (1/n)
- /// </summary>
- public const float DistortionContainerScaling = 4f;
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<SingularityComponent, ComponentStartup>(OnSingularityStartup);
- SubscribeLocalEvent<AppearanceComponent, SingularityLevelChangedEvent>(UpdateAppearance);
- SubscribeLocalEvent<RadiationSourceComponent, SingularityLevelChangedEvent>(UpdateRadiation);
- SubscribeLocalEvent<PhysicsComponent, SingularityLevelChangedEvent>(UpdateBody);
- SubscribeLocalEvent<EventHorizonComponent, SingularityLevelChangedEvent>(UpdateEventHorizon);
- SubscribeLocalEvent<SingularityDistortionComponent, SingularityLevelChangedEvent>(UpdateDistortion);
- SubscribeLocalEvent<SingularityDistortionComponent, EntGotInsertedIntoContainerMessage>(UpdateDistortion);
- SubscribeLocalEvent<SingularityDistortionComponent, EntGotRemovedFromContainerMessage>(UpdateDistortion);
- var vvHandle = Vvm.GetTypeHandler<SingularityComponent>();
- vvHandle.AddPath(nameof(SingularityComponent.Level), (_, comp) => comp.Level, SetLevel);
- vvHandle.AddPath(nameof(SingularityComponent.RadsPerLevel), (_, comp) => comp.RadsPerLevel, SetRadsPerLevel);
- }
- public override void Shutdown()
- {
- var vvHandle = Vvm.GetTypeHandler<SingularityComponent>();
- vvHandle.RemovePath(nameof(SingularityComponent.Level));
- vvHandle.RemovePath(nameof(SingularityComponent.RadsPerLevel));
- base.Shutdown();
- }
- #region Getters/Setters
- /// <summary>
- /// Setter for <see cref="SingularityComponent.Level"/>
- /// Also sends out an event alerting that the singularities level has changed.
- /// </summary>
- /// <param name="uid">The uid of the singularity to change the level of.</param>
- /// <param name="value">The new level the singularity should have.</param>
- /// <param name="singularity">The state of the singularity to change the level of.</param>
- public void SetLevel(EntityUid uid, byte value, SingularityComponent? singularity = null)
- {
- if(!Resolve(uid, ref singularity))
- return;
- value = MathHelper.Clamp(value, MinSingularityLevel, MaxSingularityLevel);
- var oldValue = singularity.Level;
- if (oldValue == value)
- return;
- singularity.Level = value;
- UpdateSingularityLevel(uid, oldValue, singularity);
- if (!Deleted(uid))
- Dirty(uid, singularity);
- }
- /// <summary>
- /// Setter for <see cref="SingularityComponent.RadsPerLevel"/>
- /// Also updates the radiation output of the singularity according to the new values.
- /// </summary>
- /// <param name="uid">The uid of the singularity to change the radioactivity of.</param>
- /// <param name="value">The new radioactivity the singularity should have.</param>
- /// <param name="singularity">The state of the singularity to change the radioactivity of.</param>
- public void SetRadsPerLevel(EntityUid uid, float value, SingularityComponent? singularity = null)
- {
- if(!Resolve(uid, ref singularity))
- return;
- var oldValue = singularity.RadsPerLevel;
- if (oldValue == value)
- return;
- singularity.RadsPerLevel = value;
- UpdateRadiation(uid, singularity);
- }
- /// <summary>
- /// Alerts the entity hosting the singularity that the level of the singularity has changed.
- /// Usually follows a SharedSingularitySystem.SetLevel call, but is also used on component startup to sync everything.
- /// </summary>
- /// <param name="uid">The uid of the singularity which's level has changed.</param>
- /// <param name="oldValue">The old level of the singularity. May be equal to <see cref="SingularityComponent.Level"/> if the component is starting.</param>
- /// <param name="singularity">The state of the singularity which's level has changed.</param>
- public void UpdateSingularityLevel(EntityUid uid, byte oldValue, SingularityComponent? singularity = null)
- {
- if(!Resolve(uid, ref singularity))
- return;
- RaiseLocalEvent(uid, new SingularityLevelChangedEvent(singularity.Level, oldValue, singularity));
- if (singularity.Level <= 0)
- QueueDel(uid);
- }
- /// <summary>
- /// Alerts the entity hosting the singularity that the level of the singularity has changed without the level actually changing.
- /// Used to sync components when the singularity component is added to an entity.
- /// </summary>
- /// <param name="uid">The uid of the singularity.</param>
- /// <param name="singularity">The state of the singularity.</param>
- public void UpdateSingularityLevel(EntityUid uid, SingularityComponent? singularity = null)
- {
- if (Resolve(uid, ref singularity))
- UpdateSingularityLevel(uid, singularity.Level, singularity);
- }
- /// <summary>
- /// Updates the amount of radiation the singularity emits to reflect a change in the level or radioactivity per level of the singularity.
- /// </summary>
- /// <param name="uid">The uid of the singularity to update the radiation of.</param>
- /// <param name="singularity">The state of the singularity to update the radiation of.</param>
- /// <param name="rads">The state of the radioactivity of the singularity to update.</param>
- private void UpdateRadiation(EntityUid uid, SingularityComponent? singularity = null, RadiationSourceComponent? rads = null)
- {
- if(!Resolve(uid, ref singularity, ref rads, logMissing: false))
- return;
- rads.Intensity = singularity.Level * singularity.RadsPerLevel;
- }
- #endregion Getters/Setters
- #region Derivations
- /// <summary>
- /// The scaling factor for the size of a singularities gravity well.
- /// </summary>
- public const float BaseGravityWellRadius = 2f;
- /// <summary>
- /// The scaling factor for the base acceleration of a singularities gravity well.
- /// </summary>
- public const float BaseGravityWellAcceleration = 10f;
- /// <summary>
- /// The level at and above which a singularity should be capable of breaching containment.
- /// </summary>
- public const byte SingularityBreachThreshold = 5;
- /// <summary>
- /// Derives the proper gravity well radius for a singularity from its state.
- /// </summary>
- /// <param name="singulo">A singularity.</param>
- /// <returns>The gravity well radius the singularity should have given its state.</returns>
- public float GravPulseRange(SingularityComponent singulo)
- => BaseGravityWellRadius * (singulo.Level + 1);
- /// <summary>
- /// Derives the proper base gravitational acceleration for a singularity from its state.
- /// </summary>
- /// <param name="singulo">A singularity.</param>
- /// <returns>The base gravitational acceleration the singularity should have given its state.</returns>
- public (float, float) GravPulseAcceleration(SingularityComponent singulo)
- => (BaseGravityWellAcceleration * singulo.Level, 0f);
- /// <summary>
- /// Derives the proper event horizon radius for a singularity from its state.
- /// </summary>
- /// <param name="singulo">A singularity.</param>
- /// <returns>The event horizon radius the singularity should have given its state.</returns>
- public float EventHorizonRadius(SingularityComponent singulo)
- => singulo.Level - 0.5f;
- /// <summary>
- /// Derives whether a singularity should be able to breach containment from its state.
- /// </summary>
- /// <param name="singulo">A singularity.</param>
- /// <returns>Whether the singularity should be able to breach containment.</returns>
- public bool CanBreachContainment(SingularityComponent singulo)
- => singulo.Level >= SingularityBreachThreshold;
- /// <summary>
- /// Derives the proper distortion shader falloff for a singularity from its state.
- /// </summary>
- /// <param name="singulo">A singularity.</param>
- /// <returns>The distortion shader falloff the singularity should have given its state.</returns>
- public float GetFalloff(float level)
- {
- return level switch {
- 0 => 9999f,
- 1 => MathF.Sqrt(6.4f),
- 2 => MathF.Sqrt(7.0f),
- 3 => MathF.Sqrt(8.0f),
- 4 => MathF.Sqrt(10.0f),
- 5 => MathF.Sqrt(12.0f),
- 6 => MathF.Sqrt(12.0f),
- _ => -1.0f
- };
- }
- /// <summary>
- /// Derives the proper distortion shader intensity for a singularity from its state.
- /// </summary>
- /// <param name="singulo">A singularity.</param>
- /// <returns>The distortion shader intensity the singularity should have given its state.</returns>
- public float GetIntensity(float level)
- {
- return level switch {
- 0 => 0.0f,
- 1 => 3645f,
- 2 => 103680f,
- 3 => 1113920f,
- 4 => 16200000f,
- 5 => 180000000f,
- 6 => 180000000f,
- _ => -1.0f
- };
- }
- #endregion Derivations
- #region Serialization
- /// <summary>
- /// A state wrapper used to sync the singularity between the server and client.
- /// </summary>
- [Serializable, NetSerializable]
- protected sealed class SingularityComponentState : ComponentState
- {
- /// <summary>
- /// The level of the singularity to sync.
- /// </summary>
- public readonly byte Level;
- public SingularityComponentState(SingularityComponent singulo)
- {
- Level = singulo.Level;
- }
- }
- #endregion Serialization
- #region EventHandlers
- /// <summary>
- /// Syncs other components with the state of the singularity via event on startup.
- /// </summary>
- /// <param name="uid">The entity that is becoming a singularity.</param>
- /// <param name="comp">The singularity component that is being added to the entity.</param>
- /// <param name="args">The event arguments.</param>
- protected virtual void OnSingularityStartup(EntityUid uid, SingularityComponent comp, ComponentStartup args)
- {
- UpdateSingularityLevel(uid, comp);
- }
- // TODO: Figure out which systems should have control of which coupling.
- /// <summary>
- /// Syncs the radius of an event horizon associated with a singularity that just changed levels.
- /// </summary>
- /// <param name="uid">The entity that the event horizon and singularity are attached to.</param>
- /// <param name="comp">The event horizon associated with the singularity.</param>
- /// <param name="args">The event arguments.</param>
- private void UpdateEventHorizon(EntityUid uid, EventHorizonComponent comp, SingularityLevelChangedEvent args)
- {
- var singulo = args.Singularity;
- _horizons.SetRadius(uid, EventHorizonRadius(singulo), false, comp);
- _horizons.SetCanBreachContainment(uid, CanBreachContainment(singulo), false, comp);
- _horizons.UpdateEventHorizonFixture(uid, eventHorizon: comp);
- }
- /// <summary>
- /// Updates the distortion shader associated with a singularity when the singuarity changes levels.
- /// </summary>
- /// <param name="uid">The uid of the distortion shader.</param>
- /// <param name="comp">The state of the distortion shader.</param>
- /// <param name="args">The event arguments.</param>
- private void UpdateDistortion(EntityUid uid, SingularityDistortionComponent comp, SingularityLevelChangedEvent args)
- {
- var newFalloffPower = GetFalloff(args.NewValue);
- var newIntensity = GetIntensity(args.NewValue);
- if (_containers.IsEntityInContainer(uid))
- {
- var absFalloffPower = MathF.Abs(newFalloffPower);
- var absIntensity = MathF.Abs(newIntensity);
- var factor = (1f / DistortionContainerScaling) - 1f;
- newFalloffPower = absFalloffPower > 1f ? newFalloffPower * MathF.Pow(absFalloffPower, factor) : newFalloffPower;
- newIntensity = absIntensity > 1f ? newIntensity * MathF.Pow(absIntensity, factor) : newIntensity;
- }
- comp.FalloffPower = newFalloffPower;
- comp.Intensity = newIntensity;
- Dirty(uid, comp);
- }
- /// <summary>
- /// Updates the distortion shader associated with a singularity when the singuarity is inserted into a container.
- /// </summary>
- /// <param name="uid">The uid of the distortion shader.</param>
- /// <param name="comp">The state of the distortion shader.</param>
- /// <param name="args">The event arguments.</param>
- private void UpdateDistortion(EntityUid uid, SingularityDistortionComponent comp, EntGotInsertedIntoContainerMessage args)
- {
- var absFalloffPower = MathF.Abs(comp.FalloffPower);
- var absIntensity = MathF.Abs(comp.Intensity);
- var factor = (1f / DistortionContainerScaling) - 1f;
- comp.FalloffPower = absFalloffPower > 1 ? comp.FalloffPower * MathF.Pow(absFalloffPower, factor) : comp.FalloffPower;
- comp.Intensity = absIntensity > 1 ? comp.Intensity * MathF.Pow(absIntensity, factor) : comp.Intensity;
- }
- /// <summary>
- /// Updates the distortion shader associated with a singularity when the singuarity is removed from a container.
- /// </summary>
- /// <param name="uid">The uid of the distortion shader.</param>
- /// <param name="comp">The state of the distortion shader.</param>
- /// <param name="args">The event arguments.</param>
- private void UpdateDistortion(EntityUid uid, SingularityDistortionComponent comp, EntGotRemovedFromContainerMessage args)
- {
- var absFalloffPower = MathF.Abs(comp.FalloffPower);
- var absIntensity = MathF.Abs(comp.Intensity);
- var factor = DistortionContainerScaling - 1;
- comp.FalloffPower = absFalloffPower > 1 ? comp.FalloffPower * MathF.Pow(absFalloffPower, factor) : comp.FalloffPower;
- comp.Intensity = absIntensity > 1 ? comp.Intensity * MathF.Pow(absIntensity, factor) : comp.Intensity;
- }
- /// <summary>
- /// Updates the state of the physics body associated with a singularity when the singualrity changes levels.
- /// </summary>
- /// <param name="uid">The entity that the physics body and singularity are attached to.</param>
- /// <param name="comp">The physics body associated with the singularity.</param>
- /// <param name="args">The event arguments.</param>
- private void UpdateBody(EntityUid uid, PhysicsComponent comp, SingularityLevelChangedEvent args)
- {
- if (args.NewValue <= 1 && args.OldValue > 1) // Apparently keeps singularities from getting stuck in the corners of containment fields.
- _physics.SetLinearVelocity(uid, Vector2.Zero, body: comp); // No idea how stopping the singularities movement keeps it from getting stuck though.
- }
- /// <summary>
- /// Updates the appearance of a singularity when the singularities level changes.
- /// </summary>
- /// <param name="uid">The entity that the singularity is attached to.</param>
- /// <param name="comp">The appearance associated with the singularity.</param>
- /// <param name="args">The event arguments.</param>
- private void UpdateAppearance(EntityUid uid, AppearanceComponent comp, SingularityLevelChangedEvent args)
- {
- _visualizer.SetData(uid, SingularityAppearanceKeys.Singularity, args.NewValue, comp);
- }
- /// <summary>
- /// Updates the amount of radiation a singularity emits when the singularities level changes.
- /// </summary>
- /// <param name="uid">The entity that the singularity is attached to.</param>
- /// <param name="comp">The radiation source associated with the singularity.</param>
- /// <param name="args">The event arguments.</param>
- private void UpdateRadiation(EntityUid uid, RadiationSourceComponent comp, SingularityLevelChangedEvent args)
- {
- UpdateRadiation(uid, args.Singularity, comp);
- }
- #endregion EventHandlers
- }
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