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- using System.Numerics;
- 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.Server.Audio;
- using Robust.Shared.Map;
- using Robust.Shared.Physics.Components;
- using Robust.Shared.Physics.Systems;
- using Robust.Shared.Player;
- using Robust.Shared.Random;
- namespace Content.Server.StationEvents.Events;
- public sealed class MeteorSwarmSystem : GameRuleSystem<MeteorSwarmComponent>
- {
- [Dependency] private readonly SharedPhysicsSystem _physics = default!;
- [Dependency] private readonly AudioSystem _audio = 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));
- if (_station.GetStations().Count == 0)
- return;
- var station = RobustRandom.Pick(_station.GetStations());
- 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);
- }
- }
- }
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