Files
wwdpublic/Content.Server/Psionics/Glimmer/Structures/GlimmerStructuresSystem.cs
2025-04-20 11:15:45 +07:00

102 lines
3.9 KiB
C#

using Content.Server.Anomaly.Components;
using Content.Server.Power.EntitySystems;
using Content.Server.Research.Components;
using Content.Shared.Anomaly.Components;
using Content.Shared.Mobs;
using Content.Shared.Psionics.Glimmer;
using Content.Shared.Power;
namespace Content.Server.Psionics.Glimmer;
/// <summary>
/// Handles structures which add/subtract glimmer.
/// </summary>
public sealed class GlimmerStructuresSystem : EntitySystem
{
[Dependency] private readonly PowerReceiverSystem _powerReceiverSystem = default!;
[Dependency] private readonly GlimmerSystem _glimmerSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<AnomalyVesselComponent, PowerChangedEvent>(OnAnomalyVesselPowerChanged);
SubscribeLocalEvent<GlimmerSourceComponent, AnomalyPulseEvent>(OnAnomalyPulse);
SubscribeLocalEvent<GlimmerSourceComponent, AnomalySupercriticalEvent>(OnAnomalySupercritical);
SubscribeLocalEvent<GlimmerSourceComponent, MobStateChangedEvent>(OnMobStateChanged);
SubscribeLocalEvent<GlimmerSourceComponent, ComponentStartup>(OnInit);
}
private void OnInit(EntityUid uid, GlimmerSourceComponent component, ComponentStartup args)
{
if (component.ResearchPointGeneration != null)
{
EnsureComp<ResearchPointSourceComponent>(uid, out var points);
points.PointsPerSecond = component.ResearchPointGeneration.Value;
points.Active = true;
}
}
private void OnAnomalyVesselPowerChanged(EntityUid uid, AnomalyVesselComponent component, ref PowerChangedEvent args)
{
if (TryComp<GlimmerSourceComponent>(component.Anomaly, out var glimmerSource))
glimmerSource.Active = args.Powered;
}
private void OnAnomalyPulse(EntityUid uid, GlimmerSourceComponent component, ref AnomalyPulseEvent args)
{
// Anomalies are meant to have GlimmerSource on them with the
// active flag set to false, as they will be set to actively
// generate glimmer when scanned to an anomaly vessel for
// harvesting research points.
//
// It is not a bug that glimmer increases on pulse or
// supercritical with an inactive glimmer source.
//
// However, this will need to be reworked if a distinction
// needs to be made in the future. I suggest a GlimmerAnomaly
// component.
if (TryComp<AnomalyComponent>(uid, out var anomaly))
_glimmerSystem.DeltaGlimmerOutput(5f * anomaly.Severity);
}
private void OnAnomalySupercritical(EntityUid uid, GlimmerSourceComponent component, ref AnomalySupercriticalEvent args)
{
_glimmerSystem.DeltaGlimmerOutput(100);
}
private void OnMobStateChanged(EntityUid uid, GlimmerSourceComponent component, ref MobStateChangedEvent args)
{
if (args.NewMobState != MobState.Alive)
component.Active = false;
}
public override void Update(float frameTime)
{
if (!_glimmerSystem.GetGlimmerEnabled())
return;
base.Update(frameTime);
var totalSources = Count<GlimmerSourceComponent>();
var glimmerSources = EntityQueryEnumerator<GlimmerSourceComponent>();
while (glimmerSources.MoveNext(out var uid, out var component))
{
if (!component.Active
|| component.RequiresPower && !_powerReceiverSystem.IsPowered(uid))
continue;
if (component.ResearchPointGeneration != null
&& TryComp(uid, out ResearchPointSourceComponent? research))
research.PointsPerSecond = (int) Math.Round(
component.ResearchPointGeneration.Value
/ (MathF.Log(totalSources, 4) + 1)
* _glimmerSystem.GetGlimmerEquilibriumRatio());
_glimmerSystem.DeltaGlimmerInput(component.GlimmerPerSecond * frameTime);
}
}
}