Files
wwdpublic/Content.Server/Shadowkin/EtherealSystem.cs
sleepyyapril 885ee5a831 Wizmerge for Station AI (#1351)
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# Description

the adding AI is now up to y'all because i'm not touching loadout code
for name datasets, but it shouldn't be too bad from here

---------

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(cherry picked from commit 93ed70acfeda357133a701f637d3faeec02749bb)
2025-01-14 00:13:42 +03:00

215 lines
8.1 KiB
C#

using Content.Shared.Eye;
using Content.Shared.Shadowkin;
using Robust.Server.GameObjects;
using Content.Server.Atmos.Components;
using Content.Server.Temperature.Components;
using Content.Shared.Movement.Components;
using Content.Shared.Stealth;
using Content.Shared.Stealth.Components;
using Content.Server.Body.Components;
using System.Linq;
using Content.Shared.Abilities.Psionics;
using Robust.Shared.Random;
using Content.Server.Light.Components;
using Content.Shared.NPC.Components;
using Content.Shared.NPC.Systems;
namespace Content.Server.Shadowkin;
public sealed class EtherealSystem : SharedEtherealSystem
{
[Dependency] private readonly VisibilitySystem _visibilitySystem = default!;
[Dependency] private readonly SharedStealthSystem _stealth = default!;
[Dependency] private readonly EyeSystem _eye = default!;
[Dependency] private readonly NpcFactionSystem _factions = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly SharedPointLightSystem _light = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
public override void OnStartup(EntityUid uid, EtherealComponent component, MapInitEvent args)
{
base.OnStartup(uid, component, args);
var visibility = EnsureComp<VisibilityComponent>(uid);
_visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
_visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Ethereal, false);
_visibilitySystem.RefreshVisibility(uid, visibility);
if (TryComp<EyeComponent>(uid, out var eye))
_eye.SetVisibilityMask(uid, eye.VisibilityMask | (int) (VisibilityFlags.Ethereal), eye);
if (TryComp<TemperatureComponent>(uid, out var temp))
temp.AtmosTemperatureTransferEfficiency = 0;
var stealth = EnsureComp<StealthComponent>(uid);
_stealth.SetVisibility(uid, 0.8f, stealth);
SuppressFactions(uid, component, true);
EnsureComp<PressureImmunityComponent>(uid);
EnsureComp<RespiratorImmuneComponent>(uid);
EnsureComp<MovementIgnoreGravityComponent>(uid);
if (HasComp<MindbrokenComponent>(uid))
RemComp(uid, component);
}
public override void OnShutdown(EntityUid uid, EtherealComponent component, ComponentShutdown args)
{
base.OnShutdown(uid, component, args);
if (TryComp<VisibilityComponent>(uid, out var visibility))
{
_visibilitySystem.AddLayer((uid, visibility), (int) VisibilityFlags.Normal, false);
_visibilitySystem.RemoveLayer((uid, visibility), (int) VisibilityFlags.Ethereal, false);
_visibilitySystem.RefreshVisibility(uid, visibility);
}
if (TryComp<EyeComponent>(uid, out var eye))
_eye.SetVisibilityMask(uid, (int) VisibilityFlags.Normal, eye);
if (TryComp<TemperatureComponent>(uid, out var temp))
temp.AtmosTemperatureTransferEfficiency = 0.1f;
SuppressFactions(uid, component, false);
RemComp<StealthComponent>(uid);
RemComp<PressureImmunityComponent>(uid);
RemComp<RespiratorImmuneComponent>(uid);
RemComp<MovementIgnoreGravityComponent>(uid);
foreach (var light in component.DarkenedLights.ToArray())
{
if (!TryComp<PointLightComponent>(light, out var pointLight)
|| !TryComp<EtherealLightComponent>(light, out var etherealLight))
continue;
ResetLight(light, pointLight, etherealLight);
}
}
public void SuppressFactions(EntityUid uid, EtherealComponent component, bool set)
{
if (set)
{
if (!TryComp<NpcFactionMemberComponent>(uid, out var factions))
return;
component.SuppressedFactions = factions.Factions.ToList();
foreach (var faction in factions.Factions)
_factions.RemoveFaction(uid, faction);
}
else
{
foreach (var faction in component.SuppressedFactions)
_factions.AddFaction(uid, faction);
component.SuppressedFactions.Clear();
}
}
public void ResetLight(EntityUid uid, PointLightComponent light, EtherealLightComponent etherealLight)
{
etherealLight.AttachedEntity = EntityUid.Invalid;
if (etherealLight.OldRadiusEdited)
_light.SetRadius(uid, etherealLight.OldRadius);
etherealLight.OldRadiusEdited = false;
if (etherealLight.OldEnergyEdited)
_light.SetEnergy(uid, etherealLight.OldEnergy);
etherealLight.OldEnergyEdited = false;
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<EtherealComponent>();
while (query.MoveNext(out var uid, out var component))
{
if (!component.Darken)
continue;
component.DarkenAccumulator += frameTime;
if (component.DarkenAccumulator <= 1)
continue;
component.DarkenAccumulator -= component.DarkenRate;
var darkened = new List<EntityUid>();
var lightQuery = _lookup.GetEntitiesInRange(uid, component.DarkenRange, flags: LookupFlags.StaticSundries)
.Where(x => HasComp<EtherealLightComponent>(x) && HasComp<PointLightComponent>(x));
foreach (var entity in lightQuery)
if (!darkened.Contains(entity))
darkened.Add(entity);
_random.Shuffle(darkened);
component.DarkenedLights = darkened;
var playerPos = _transform.GetWorldPosition(uid);
foreach (var light in component.DarkenedLights.ToArray())
{
var lightPos = _transform.GetWorldPosition(light);
if (!TryComp<PointLightComponent>(light, out var pointLight)
|| !TryComp<EtherealLightComponent>(light, out var etherealLight))
continue;
if (TryComp<PoweredLightComponent>(light, out var powered) && !powered.On)
{
ResetLight(light, pointLight, etherealLight);
continue;
}
if (etherealLight.AttachedEntity == EntityUid.Invalid)
etherealLight.AttachedEntity = uid;
if (etherealLight.AttachedEntity != EntityUid.Invalid
&& etherealLight.AttachedEntity != uid)
{
component.DarkenedLights.Remove(light);
continue;
}
if (etherealLight.AttachedEntity == uid
&& _random.Prob(0.03f))
etherealLight.AttachedEntity = EntityUid.Invalid;
if (!etherealLight.OldRadiusEdited)
{
etherealLight.OldRadius = pointLight.Radius;
etherealLight.OldRadiusEdited = true;
}
if (!etherealLight.OldEnergyEdited)
{
etherealLight.OldEnergy = pointLight.Energy;
etherealLight.OldEnergyEdited = true;
}
var distance = (lightPos - playerPos).Length();
var radius = distance * 2f;
var energy = distance * 0.8f;
if (etherealLight.OldRadiusEdited && radius > etherealLight.OldRadius)
radius = etherealLight.OldRadius;
if (etherealLight.OldRadiusEdited && radius < etherealLight.OldRadius * 0.20f)
radius = etherealLight.OldRadius * 0.20f;
if (etherealLight.OldEnergyEdited && energy > etherealLight.OldEnergy)
energy = etherealLight.OldEnergy;
if (etherealLight.OldEnergyEdited && energy < etherealLight.OldEnergy * 0.20f)
energy = etherealLight.OldEnergy * 0.20f;
_light.SetRadius(light, radius);
_light.SetEnergy(light, energy);
}
}
}
}