Files
crystall-punk-14/Content.Server/StationEvents/Events/GasLeak.cs
2021-11-28 19:25:36 -07:00

173 lines
5.8 KiB
C#

using System.Linq;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Station;
using Content.Shared.Atmos;
using Content.Shared.Station;
using Robust.Shared.Audio;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Player;
using Robust.Shared.Random;
namespace Content.Server.StationEvents.Events
{
internal sealed class GasLeak : StationEvent
{
[Dependency] private IRobustRandom _robustRandom = default!;
[Dependency] private IEntityManager _entityManager = default!;
public override string Name => "GasLeak";
public override string? StartAnnouncement =>
"Attention crew, there is a gas leak on the station. We advise you to avoid the area and wear suit internals in the meantime.";
// Sourced from https://github.com/vgstation-coders/vgstation13/blob/2c5a491446ab824a8fbbf39bcf656b590e0228df/sound/misc/bloblarm.ogg
public override string? StartAudio => "/Audio/Announcements/bloblarm.ogg";
protected override string? EndAnnouncement => "The source of the gas leak has been fixed. Please be cautious around areas with gas remaining.";
private static readonly Gas[] LeakableGases = {
Gas.Plasma,
Gas.Tritium,
};
public override int EarliestStart => 10;
public override int MinimumPlayers => 5;
/// <summary>
/// Give people time to get their internals on.
/// </summary>
protected override float StartAfter => 20f;
/// <summary>
/// Don't know how long the event will be until we calculate the leak amount.
/// </summary>
protected override float EndAfter { get; set; } = float.MaxValue;
/// <summary>
/// Running cooldown of how much time until another leak.
/// </summary>
private float _timeUntilLeak;
/// <summary>
/// How long between more gas being added to the tile.
/// </summary>
private const float LeakCooldown = 1.0f;
// Event variables
private StationId _targetStation;
private IEntity? _targetGrid;
private Vector2i _targetTile;
private EntityCoordinates _targetCoords;
private bool _foundTile;
private Gas _leakGas;
private float _molesPerSecond;
private const int MinimumMolesPerSecond = 20;
/// <summary>
/// Don't want to make it too fast to give people time to flee.
/// </summary>
private const int MaximumMolesPerSecond = 50;
private const int MinimumGas = 250;
private const int MaximumGas = 1000;
private const float SparkChance = 0.05f;
public override void Startup()
{
base.Startup();
// Essentially we'll pick out a target amount of gas to leak, then a rate to leak it at, then work out the duration from there.
if (TryFindRandomTile(out _targetTile, out _targetStation, out _targetGrid, out _targetCoords))
{
_foundTile = true;
_leakGas = _robustRandom.Pick(LeakableGases);
// Was 50-50 on using normal distribution.
var totalGas = (float) _robustRandom.Next(MinimumGas, MaximumGas);
_molesPerSecond = _robustRandom.Next(MinimumMolesPerSecond, MaximumMolesPerSecond);
EndAfter = totalGas / _molesPerSecond + StartAfter;
Logger.InfoS("stationevents", $"Leaking {totalGas} of {_leakGas} over {EndAfter - StartAfter} seconds at {_targetTile}");
}
// Look technically if you wanted to guarantee a leak you'd do this in announcement but having the announcement
// there just to fuck with people even if there is no valid tile is funny.
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!Started || !Running) return;
_timeUntilLeak -= frameTime;
if (_timeUntilLeak > 0f) return;
_timeUntilLeak += LeakCooldown;
var atmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
if (!_foundTile ||
_targetGrid == null ||
_targetGrid.Deleted ||
!atmosphereSystem.IsSimulatedGrid(_targetGrid.Transform.GridID))
{
Running = false;
return;
}
var environment = atmosphereSystem.GetTileMixture(_targetGrid.Transform.GridID, _targetTile, true);
environment?.AdjustMoles(_leakGas, LeakCooldown * _molesPerSecond);
}
public override void Shutdown()
{
base.Shutdown();
Spark();
_foundTile = false;
_targetGrid = null;
_targetTile = default;
_targetCoords = default;
_leakGas = Gas.Oxygen;
EndAfter = float.MaxValue;
}
private void Spark()
{
var atmosphereSystem = EntitySystem.Get<AtmosphereSystem>();
if (_robustRandom.NextFloat() <= SparkChance)
{
if (!_foundTile ||
_targetGrid == null ||
_targetGrid.Deleted ||
!atmosphereSystem.IsSimulatedGrid(_targetGrid.Transform.GridID))
{
return;
}
// Don't want it to be so obnoxious as to instantly murder anyone in the area but enough that
// it COULD start potentially start a bigger fire.
atmosphereSystem.HotspotExpose(_targetGrid.Transform.GridID, _targetTile, 700f, 50f, true);
SoundSystem.Play(Filter.Pvs(_targetCoords), "/Audio/Effects/sparks4.ogg", _targetCoords);
}
}
}
}