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Supermatter Engine (Port From White Dream) (#341)
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# Description
![SM
boom](https://github.com/Simple-Station/Einstein-Engines/assets/16548818/6937c520-0963-437c-a9a6-49afe6c8b787)

![New edge
supermatter](https://github.com/Simple-Station/Einstein-Engines/assets/16548818/e8305536-b777-41f8-b9bf-295d402dc1bf)


This PR has been produced in collaboration with coders from White Dream,
with written permission given by the relevant code owners to port this
specific slice of content to Einstein-Engines. Supermatter Engines are a
form of nuclear reactor, which produces energy in the form of
radioactive particles, while also decaying into Phoron when excited by
an external energy source.

Power can be obtained from the engine via radiation collectors, which
like those of a singularity engine, must be periodically refueled. In
addition, the engine must also be actively cooled via aid from
Atmospherics, and for undesirable gasses to be extracted from the
reactor chamber.

If not cooled, the crystal will begin to destabilize and eventually
collapse into one of three different situations depending on the source
of its instability.
1. A nuclear blast. 
2. A gravitational singularity
3. A Tesla ball

# Changelog

:cl: VMSolidus, White Dream, Colin-Tel
- add: Supermatter Engines have been implemented.

---------

Signed-off-by: VMSolidus <[email protected]>
Co-authored-by: whateverusername0 <whateveremail>
Co-authored-by: username <[email protected]>
Co-authored-by: Danger Revolution! <[email protected]>
Co-authored-by: Pieter-Jan Briers <[email protected]>
Co-authored-by: DEATHB4DEFEAT <[email protected]>
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5 people authored Aug 3, 2024
1 parent b9b3868 commit 80e48a5
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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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using Content.Shared.Supermatter.Components;
using Robust.Shared;
using Robust.Shared.Configuration;

Expand Down Expand Up @@ -2339,5 +2340,54 @@ public static readonly CVarDef<float>
CVarDef.Create("contests.max_percentage", 0.25f, CVar.REPLICATED | CVar.SERVER);

#endregion

#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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