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[Port] SuperMatter Engine #9

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412 changes: 412 additions & 0 deletions Content.Server/Supermatter/Systems/SupermatterSystem.Processing.cs

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212 changes: 212 additions & 0 deletions Content.Server/Supermatter/Systems/SupermatterSystem.cs
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using Robust.Shared.Audio.Systems;
using Robust.Shared.Configuration;
using Robust.Shared.Containers;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Events;
using Robust.Server.GameObjects;
using Content.Shared.Atmos;
using Content.Shared.Interaction;
using Content.Shared.Projectiles;
using Content.Shared.Mobs.Components;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Chat.Systems;
using Content.Server.Explosion.EntitySystems;
using Content.Shared.Supermatter.Components;
using Content.Server.Lightning;
using Content.Server.AlertLevel;
using Content.Server.Station.Systems;
using Content.Server.Kitchen.Components;
using Content.Shared.DoAfter;
using Content.Shared.Examine;
using Content.Server.DoAfter;
using Content.Server.Popups;
using Content.Shared.Audio;

namespace Content.Server.Supermatter.Systems;

public sealed partial class SupermatterSystem : EntitySystem
{
[Dependency] private readonly AtmosphereSystem _atmosphere = default!;
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly SharedContainerSystem _container = default!;
[Dependency] private readonly ExplosionSystem _explosion = default!;
[Dependency] private readonly TransformSystem _xform = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly SharedAmbientSoundSystem _ambient = default!;
[Dependency] private readonly LightningSystem _lightning = default!;
[Dependency] private readonly AlertLevelSystem _alert = default!;
[Dependency] private readonly StationSystem _station = default!;
[Dependency] private readonly DoAfterSystem _doAfter = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly IConfigurationManager _config = default!;


public override void Initialize()
{
base.Initialize();

SubscribeLocalEvent<SupermatterComponent, MapInitEvent>(OnMapInit);

SubscribeLocalEvent<SupermatterComponent, StartCollideEvent>(OnCollideEvent);
SubscribeLocalEvent<SupermatterComponent, InteractHandEvent>(OnHandInteract);
SubscribeLocalEvent<SupermatterComponent, InteractUsingEvent>(OnItemInteract);
SubscribeLocalEvent<SupermatterComponent, ExaminedEvent>(OnExamine);
SubscribeLocalEvent<SupermatterComponent, SupermatterDoAfterEvent>(OnGetSliver);
}


public override void Update(float frameTime)
{
base.Update(frameTime);

foreach (var sm in EntityManager.EntityQuery<SupermatterComponent>())
{
if (!sm.Activated)
return;

var uid = sm.Owner;
sm.UpdateAccumulator += frameTime;

if (sm.UpdateAccumulator >= sm.UpdateTimer)
{
sm.UpdateAccumulator -= sm.UpdateTimer;
Cycle(uid, sm);
}
}
}


public void Cycle(EntityUid uid, SupermatterComponent sm)
{
sm.ZapAccumulator++;
sm.YellAccumulator++;

ProcessAtmos(uid, sm);
HandleDamage(uid, sm);

if (sm.Damage >= sm.DamageDelaminationPoint || sm.Delamming)
HandleDelamination(uid, sm);

HandleSoundLoop(uid, sm);

if (sm.ZapAccumulator >= sm.ZapTimer)
{
sm.ZapAccumulator -= sm.ZapTimer;
SupermatterZap(uid, sm);
}

if (sm.YellAccumulator >= sm.YellTimer)
{
sm.YellAccumulator -= sm.YellTimer;
AnnounceCoreDamage(uid, sm);
}
}

private void OnMapInit(EntityUid uid, SupermatterComponent sm, MapInitEvent args)
{
// Set the Sound
_ambient.SetAmbience(uid, true);

// Add Air to the initialized SM in the Map so it doesn't delam on its' own
var mix = _atmosphere.GetContainingMixture(uid, true, true);
mix?.AdjustMoles(Gas.Oxygen, Atmospherics.OxygenMolesStandard);
mix?.AdjustMoles(Gas.Nitrogen, Atmospherics.NitrogenMolesStandard);
}

private void OnCollideEvent(EntityUid uid, SupermatterComponent sm, ref StartCollideEvent args)
{
if (!sm.Activated)
sm.Activated = true;

var target = args.OtherEntity;
if (args.OtherBody.BodyType == BodyType.Static
|| HasComp<SupermatterImmuneComponent>(target)
|| _container.IsEntityInContainer(uid))
return;

if (!HasComp<ProjectileComponent>(target))
{
EntityManager.SpawnEntity(sm.CollisionResultPrototype, Transform(target).Coordinates);
_audio.PlayPvs(sm.DustSound, uid);
sm.Power += args.OtherBody.Mass;
}

EntityManager.QueueDeleteEntity(target);

if (TryComp<SupermatterFoodComponent>(target, out var food))
sm.Power += food.Energy;
else if (TryComp<ProjectileComponent>(target, out var projectile))
sm.Power += (float) projectile.Damage.GetTotal();
else
sm.Power++;

sm.MatterPower += HasComp<MobStateComponent>(target) ? 200 : 0;
}

private void OnHandInteract(EntityUid uid, SupermatterComponent sm, ref InteractHandEvent args)
{
if (!sm.Activated)
sm.Activated = true;

var target = args.User;

if (HasComp<SupermatterImmuneComponent>(target))
return;

sm.MatterPower += 200;

EntityManager.SpawnEntity(sm.CollisionResultPrototype, Transform(target).Coordinates);
_audio.PlayPvs(sm.DustSound, uid);
EntityManager.QueueDeleteEntity(target);
}

private void OnItemInteract(EntityUid uid, SupermatterComponent sm, ref InteractUsingEvent args)
{
if (!sm.Activated)
sm.Activated = true;

if (sm.SliverRemoved)
return;

if (!HasComp<SharpComponent>(args.Used))
return;

var dae = new DoAfterArgs(EntityManager, args.User, 30f, new SupermatterDoAfterEvent(), args.Target)
{
BreakOnDamage = true,
BreakOnHandChange = false,
BreakOnTargetMove = true,
BreakOnUserMove = true,
BreakOnWeightlessMove = false,
NeedHand = true,
RequireCanInteract = true,
};

_doAfter.TryStartDoAfter(dae);
_popup.PopupClient(Loc.GetString("supermatter-tamper-begin"), uid, args.User);
}

private void OnGetSliver(EntityUid uid, SupermatterComponent sm, ref SupermatterDoAfterEvent args)
{
if (args.Cancelled)
return;

// Your criminal actions will not go unnoticed
sm.Damage += sm.DamageDelaminationPoint / 10;

var integrity = GetIntegrity(sm).ToString("0.00");
SendSupermatterAnnouncement(uid, Loc.GetString("supermatter-announcement-cc-tamper", ("integrity", integrity)), true, "Central Command");

Spawn(sm.SliverPrototype, _transform.GetMapCoordinates(args.User));
_popup.PopupClient(Loc.GetString("supermatter-tamper-end"), uid, args.User);

sm.DelamTimer /= 2;
}

private void OnExamine(EntityUid uid, SupermatterComponent sm, ref ExaminedEvent args)
{
if (args.IsInDetailsRange)
args.PushMarkup(Loc.GetString("supermatter-examine-integrity", ("integrity", GetIntegrity(sm).ToString("0.00"))));
}
}
50 changes: 50 additions & 0 deletions Content.Shared/CCVar/CCVars.cs
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@@ -1,5 +1,6 @@
using Content.Shared.Maps;
using Content.Shared.Roles;
using Content.Shared.Supermatter.Components;
using Robust.Shared;
using Robust.Shared.Configuration;
using Robust.Shared.Physics.Components;
Expand Down Expand Up @@ -2201,5 +2202,54 @@ public static readonly CVarDef<float>
/// </summary>
public static readonly CVarDef<bool> DebugPow3rDisableParallel =
CVarDef.Create("debug.pow3r_disable_parallel", true, CVar.SERVERONLY);

#region Supermatter System

/// <summary>
/// With completely default supermatter values, Singuloose delamination will occur if engineers inject at least 900 moles of coolant per tile
/// in the crystal chamber. For reference, a gas canister contains 1800 moles of air. This Cvar directly multiplies the amount of moles required to singuloose.
/// </summary>
public static readonly CVarDef<float> SupermatterSingulooseMolesModifier =
CVarDef.Create("supermatter.singuloose_moles_modifier", 1f, CVar.SERVER);

/// <summary>
/// Toggles whether or not Singuloose delaminations can occur. If both Singuloose and Tesloose are disabled, it will always delam into a Nuke.
/// </summary>
public static readonly CVarDef<bool> SupermatterDoSingulooseDelam =
CVarDef.Create("supermatter.do_singuloose", true, CVar.SERVER);

/// <summary>
/// By default, Supermatter will "Tesloose" if the conditions for Singuloose are not met, and the core's power is at least 4000.
/// The actual reasons for being at least this amount vary by how the core was screwed up, but traditionally it's caused by "The core is on fire".
/// This Cvar multiplies said power threshold for the purpose of determining if the delam is a Tesloose.
/// </summary>
public static readonly CVarDef<float> SupermatterTesloosePowerModifier =
CVarDef.Create("supermatter.tesloose_power_modifier", 1f, CVar.SERVER);

/// <summary>
/// Toggles whether or not Tesloose delaminations can occur. If both Singuloose and Tesloose are disabled, it will always delam into a Nuke.
/// </summary>
public static readonly CVarDef<bool> SupermatterDoTeslooseDelam =
CVarDef.Create("supermatter.do_tesloose", true, CVar.SERVER);

/// <summary>
/// When true, bypass the normal checks to determine delam type, and instead use the type chosen by supermatter.forced_delam_type
/// </summary>
public static readonly CVarDef<bool> SupermatterDoForceDelam =
CVarDef.Create("supermatter.do_force_delam", false, CVar.SERVER);

/// <summary>
/// If supermatter.do_force_delam is true, this determines the delamination type, bypassing the normal checks.
/// </summary>
public static readonly CVarDef<DelamType> SupermatterForcedDelamType =
CVarDef.Create("supermatter.forced_delam_type", DelamType.Singulo, CVar.SERVER);

/// <summary>
/// Directly multiplies the amount of rads put out by the supermatter. Be VERY conservative with this.
/// </summary>
public static readonly CVarDef<float> SupermatterRadsModifier =
CVarDef.Create("supermatter.rads_modifier", 1f, CVar.SERVER);

#endregion
}
}
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