Files
wwdpublic/Content.Server/Gravity/GravityGeneratorSystem.cs
DEATHB4DEFEAT 47b10a01b0 Catch-Up Cherry Pick 2 (#944)
# Description

Picked 400 commits (and skipped many, many more) from WizDen since #540.
Stopped at commit 332f54a3aebe669f6e50d26e7b047f0bdc28e0fb (Lobby
Refactor).

---

# TODO

- [x] Pick
- [x] Compile
- [x] Fix runtime errors
- [ ] Fix up humanoid profile editor
- [ ] Test everything

---

# Changelog

🆑
- add: Merged 400 WizDen PRs. Happy testing!

---------

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# Conflicts:
#	Content.Client/Input/ContentContexts.cs
#	Content.Client/Lobby/LobbyState.cs
#	Content.Client/Lobby/UI/HumanoidProfileEditor.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml
#	Content.Client/Lobby/UI/LobbyGui.xaml.cs
#	Content.Client/Preferences/UI/CharacterSetupGui.xaml.cs
#	Content.Client/UserInterface/Systems/MenuBar/Widgets/GameTopMenuBar.xaml
#	Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
#	Content.Server/Fluids/EntitySystems/PuddleSystem.Spillable.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Shared/Alert/AlertType.cs
#	Content.Shared/Input/ContentKeyFunctions.cs
#	Content.Shared/Preferences/HumanoidCharacterProfile.cs
#	Content.Shared/Weapons/Melee/MeleeWeaponComponent.cs
#	Resources/ConfigPresets/EinsteinEngines/default.toml
#	Resources/Prototypes/Alerts/alerts.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/coats.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml
#	Resources/Prototypes/Entities/Clothing/Uniforms/jumpskirts.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/sword.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/makeshiftstunprod.yml
#	Resources/Prototypes/Voice/speech_emotes.yml
#	Resources/keybinds.yml
2024-10-19 14:53:37 +07:00

325 lines
13 KiB
C#

using Content.Server.Administration.Logs;
using Content.Server.Audio;
using Content.Server.Construction;
using Content.Server.Power.Components;
using Content.Server.Emp;
using Content.Shared.Database;
using Content.Shared.Gravity;
using Content.Shared.Interaction;
using Robust.Server.GameObjects;
using Robust.Shared.Player;
namespace Content.Server.Gravity
{
public sealed class GravityGeneratorSystem : EntitySystem
{
[Dependency] private readonly IAdminLogManager _adminLogger = default!;
[Dependency] private readonly AmbientSoundSystem _ambientSoundSystem = default!;
[Dependency] private readonly GravitySystem _gravitySystem = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedPointLightSystem _lights = default!;
[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GravityGeneratorComponent, ComponentInit>(OnCompInit);
SubscribeLocalEvent<GravityGeneratorComponent, ComponentShutdown>(OnComponentShutdown);
SubscribeLocalEvent<GravityGeneratorComponent, EntParentChangedMessage>(OnParentChanged); // Or just anchor changed?
SubscribeLocalEvent<GravityGeneratorComponent, InteractHandEvent>(OnInteractHand);
SubscribeLocalEvent<GravityGeneratorComponent, RefreshPartsEvent>(OnRefreshParts);
SubscribeLocalEvent<GravityGeneratorComponent, SharedGravityGeneratorComponent.SwitchGeneratorMessage>(
OnSwitchGenerator);
SubscribeLocalEvent<GravityGeneratorComponent, EmpPulseEvent>(OnEmpPulse);
}
private void OnParentChanged(EntityUid uid, GravityGeneratorComponent component, ref EntParentChangedMessage args)
{
if (component.GravityActive && TryComp(args.OldParent, out GravityComponent? gravity))
{
_gravitySystem.RefreshGravity(args.OldParent.Value, gravity);
}
}
private void OnComponentShutdown(EntityUid uid, GravityGeneratorComponent component, ComponentShutdown args)
{
if (component.GravityActive &&
TryComp<TransformComponent>(uid, out var xform) &&
TryComp(xform.ParentUid, out GravityComponent? gravity))
{
component.GravityActive = false;
_gravitySystem.RefreshGravity(xform.ParentUid, gravity);
}
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<GravityGeneratorComponent, ApcPowerReceiverComponent>();
while (query.MoveNext(out var uid, out var gravGen, out var powerReceiver))
{
var ent = (uid, gravGen, powerReceiver);
if (!gravGen.Intact)
continue;
// Calculate charge rate based on power state and such.
// Negative charge rate means discharging.
float chargeRate;
if (gravGen.SwitchedOn)
{
if (powerReceiver.Powered)
{
chargeRate = gravGen.ChargeRate;
}
else
{
// Scale discharge rate such that if we're at 25% active power we discharge at 75% rate.
var receiving = powerReceiver.PowerReceived;
var mainSystemPower = Math.Max(0, receiving - gravGen.IdlePowerUse);
var ratio = 1 - mainSystemPower / (gravGen.ActivePowerUse - gravGen.IdlePowerUse);
chargeRate = -(ratio * gravGen.ChargeRate);
}
}
else
{
chargeRate = -gravGen.ChargeRate;
}
var active = gravGen.GravityActive;
var lastCharge = gravGen.Charge;
gravGen.Charge = Math.Clamp(gravGen.Charge + frameTime * chargeRate, 0, gravGen.MaxCharge);
if (chargeRate > 0)
{
// Charging.
if (MathHelper.CloseTo(gravGen.Charge, gravGen.MaxCharge) && !gravGen.GravityActive)
{
gravGen.GravityActive = true;
}
}
else
{
// Discharging
if (MathHelper.CloseTo(gravGen.Charge, 0) && gravGen.GravityActive)
{
gravGen.GravityActive = false;
}
}
var updateUI = gravGen.NeedUIUpdate;
if (!MathHelper.CloseTo(lastCharge, gravGen.Charge))
{
UpdateState(ent);
updateUI = true;
}
if (updateUI)
UpdateUI(ent, chargeRate);
if (active != gravGen.GravityActive &&
TryComp<TransformComponent>(uid, out var xform) &&
TryComp<GravityComponent>(xform.ParentUid, out var gravity))
{
// Force it on in the faster path.
if (gravGen.GravityActive)
{
_gravitySystem.EnableGravity(xform.ParentUid, gravity);
}
else
{
_gravitySystem.RefreshGravity(xform.ParentUid, gravity);
}
}
}
}
private void SetSwitchedOn(EntityUid uid, GravityGeneratorComponent component, bool on,
ApcPowerReceiverComponent? powerReceiver = null, EntityUid? user = null)
{
if (!Resolve(uid, ref powerReceiver))
return;
if (user != null)
_adminLogger.Add(LogType.Action, on ? LogImpact.Medium : LogImpact.High, $"{ToPrettyString(user)} set ${ToPrettyString(uid):target} to {(on ? "on" : "off")}");
component.SwitchedOn = on;
UpdatePowerState(component, powerReceiver);
component.NeedUIUpdate = true;
}
private static void UpdatePowerState(
GravityGeneratorComponent component,
ApcPowerReceiverComponent powerReceiver)
{
powerReceiver.Load = component.SwitchedOn ? component.ActivePowerUse : component.IdlePowerUse;
}
private void UpdateUI(Entity<GravityGeneratorComponent, ApcPowerReceiverComponent> ent, float chargeRate)
{
var (_, component, powerReceiver) = ent;
if (!_uiSystem.IsUiOpen(ent.Owner, SharedGravityGeneratorComponent.GravityGeneratorUiKey.Key))
return;
var chargeTarget = chargeRate < 0 ? 0 : component.MaxCharge;
short chargeEta;
var atTarget = false;
if (MathHelper.CloseTo(component.Charge, chargeTarget))
{
chargeEta = short.MinValue; // N/A
atTarget = true;
}
else
{
var diff = chargeTarget - component.Charge;
chargeEta = (short) Math.Abs(diff / chargeRate);
}
var status = chargeRate switch
{
> 0 when atTarget => GravityGeneratorPowerStatus.FullyCharged,
< 0 when atTarget => GravityGeneratorPowerStatus.Off,
> 0 => GravityGeneratorPowerStatus.Charging,
< 0 => GravityGeneratorPowerStatus.Discharging,
_ => throw new ArgumentOutOfRangeException()
};
var state = new SharedGravityGeneratorComponent.GeneratorState(
component.SwitchedOn,
(byte) (component.Charge * 255),
status,
(short) Math.Round(powerReceiver.PowerReceived),
(short) Math.Round(powerReceiver.Load),
chargeEta
);
_uiSystem.SetUiState(
ent.Owner,
SharedGravityGeneratorComponent.GravityGeneratorUiKey.Key,
state);
component.NeedUIUpdate = false;
}
private void OnCompInit(Entity<GravityGeneratorComponent> ent, ref ComponentInit args)
{
ApcPowerReceiverComponent? powerReceiver = null;
if (!Resolve(ent, ref powerReceiver, false))
return;
UpdatePowerState(ent, powerReceiver);
UpdateState((ent, ent.Comp, powerReceiver));
}
private void OnInteractHand(EntityUid uid, GravityGeneratorComponent component, InteractHandEvent args)
{
ApcPowerReceiverComponent? powerReceiver = default!;
if (!Resolve(uid, ref powerReceiver))
return;
// Do not allow opening UI if broken or unpowered.
if (!component.Intact || powerReceiver.PowerReceived < component.IdlePowerUse)
return;
_uiSystem.OpenUi(uid, SharedGravityGeneratorComponent.GravityGeneratorUiKey.Key, args.User);
component.NeedUIUpdate = true;
}
public void UpdateState(Entity<GravityGeneratorComponent, ApcPowerReceiverComponent> ent)
{
var (uid, grav, powerReceiver) = ent;
var appearance = EntityManager.GetComponentOrNull<AppearanceComponent>(uid);
_appearance.SetData(uid, GravityGeneratorVisuals.Charge, grav.Charge, appearance);
if (_lights.TryGetLight(uid, out var pointLight))
{
_lights.SetEnabled(uid, grav.Charge > 0, pointLight);
_lights.SetRadius(uid, MathHelper.Lerp(grav.LightRadiusMin, grav.LightRadiusMax, grav.Charge), pointLight);
}
if (!grav.Intact)
{
MakeBroken((uid, grav), appearance);
}
else if (powerReceiver.PowerReceived < grav.IdlePowerUse)
{
MakeUnpowered((uid, grav), appearance);
}
else if (!grav.SwitchedOn)
{
MakeOff((uid, grav), appearance);
}
else
{
MakeOn((uid, grav), appearance);
}
}
private void OnRefreshParts(EntityUid uid, GravityGeneratorComponent component, RefreshPartsEvent args)
{
var maxChargeMultipler = args.PartRatings[component.MachinePartMaxChargeMultiplier];
component.MaxCharge = maxChargeMultipler * 1;
}
private void MakeBroken(Entity<GravityGeneratorComponent> ent, AppearanceComponent? appearance)
{
_ambientSoundSystem.SetAmbience(ent, false);
_appearance.SetData(ent, GravityGeneratorVisuals.State, GravityGeneratorStatus.Broken);
}
private void MakeUnpowered(Entity<GravityGeneratorComponent> ent, AppearanceComponent? appearance)
{
_ambientSoundSystem.SetAmbience(ent, false);
_appearance.SetData(ent, GravityGeneratorVisuals.State, GravityGeneratorStatus.Unpowered, appearance);
}
private void MakeOff(Entity<GravityGeneratorComponent> ent, AppearanceComponent? appearance)
{
_ambientSoundSystem.SetAmbience(ent, false);
_appearance.SetData(ent, GravityGeneratorVisuals.State, GravityGeneratorStatus.Off, appearance);
}
private void MakeOn(Entity<GravityGeneratorComponent> ent, AppearanceComponent? appearance)
{
_ambientSoundSystem.SetAmbience(ent, true);
_appearance.SetData(ent, GravityGeneratorVisuals.State, GravityGeneratorStatus.On, appearance);
}
private void OnSwitchGenerator(
EntityUid uid,
GravityGeneratorComponent component,
SharedGravityGeneratorComponent.SwitchGeneratorMessage args)
{
SetSwitchedOn(uid, component, args.On, user: args.Actor);
}
private void OnEmpPulse(EntityUid uid, GravityGeneratorComponent component, EmpPulseEvent args)
{
/// i really don't think that the gravity generator should use normalised 0-1 charge
/// as opposed to watts charge that every other battery uses
ApcPowerReceiverComponent? powerReceiver = null;
if (!Resolve(uid, ref powerReceiver, false))
return;
var ent = (uid, component, powerReceiver);
// convert from normalised energy to watts and subtract
float maxEnergy = component.ActivePowerUse / component.ChargeRate;
float currentEnergy = maxEnergy * component.Charge;
currentEnergy = Math.Max(0, currentEnergy - args.EnergyConsumption);
// apply renormalised energy to charge variable
component.Charge = currentEnergy / maxEnergy;
// update power state
UpdateState(ent);
}
}
}