Power Sink Upgraded (#15683)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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@ -1,8 +1,44 @@
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namespace Content.Server.PowerSink
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using Robust.Shared.Audio;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server.PowerSink
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{
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/// <summary>
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/// Absorbs power up to its capacity when anchored then explodes.
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/// </summary>
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[RegisterComponent]
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public sealed class PowerSinkComponent : Component {}
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public sealed class PowerSinkComponent : Component
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{
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/// <summary>
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/// When the power sink is nearing its explosion, warn the crew so they can look for it
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/// (if they're not already).
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/// </summary>
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[DataField("sentImminentExplosionWarning")]
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[ViewVariables(VVAccess.ReadWrite)]
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public bool SentImminentExplosionWarningMessage = false;
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/// <summary>
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/// If explosion has been triggered, time at which to explode.
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/// </summary>
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[DataField("explosionTime", customTypeSerializer:typeof(TimeOffsetSerializer))]
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public System.TimeSpan? ExplosionTime = null;
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/// <summary>
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/// The highest sound warning threshold that has been hit (plays sfx occasionally as explosion nears)
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/// </summary>
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[DataField("highestWarningSoundThreshold")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float HighestWarningSoundThreshold = 0f;
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[DataField("chargeFireSound")]
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public SoundSpecifier ChargeFireSound = new SoundPathSpecifier("/Audio/Effects/PowerSink/charge_fire.ogg");
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[DataField("electricSound")] public SoundSpecifier ElectricSound =
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new SoundPathSpecifier("/Audio/Effects/PowerSink/electric.ogg")
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{
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Params = AudioParams.Default
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.WithVolume(15f) // audible even behind walls
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.WithRolloffFactor(10)
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};
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}
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}
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@ -2,18 +2,41 @@
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using Content.Server.Power.Components;
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using Content.Shared.Examine;
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using Robust.Shared.Utility;
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using Content.Server.Chat.Systems;
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using Content.Server.Station.Systems;
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using Robust.Shared.Timing;
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using Robust.Shared.Audio;
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namespace Content.Server.PowerSink
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{
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public sealed class PowerSinkSystem : EntitySystem
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{
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/// <summary>
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/// Percentage of battery full to trigger the announcement warning at.
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/// </summary>
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private const float WarningMessageThreshold = 0.70f;
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private readonly float[] _warningSoundThresholds = new[] { .80f, .90f, .95f, .98f };
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/// <summary>
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/// Length of time to delay explosion from battery full state -- this is used to play
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/// a brief SFX winding up the explosion.
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/// </summary>
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/// <returns></returns>
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private readonly TimeSpan _explosionDelayTime = TimeSpan.FromSeconds(1.465);
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly ChatSystem _chat = default!;
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[Dependency] private readonly ExplosionSystem _explosionSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly StationSystem _station = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PowerSinkComponent, ExaminedEvent>(OnExamine);
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SubscribeLocalEvent<PowerSinkComponent, EntityUnpausedEvent>(OnUnpaused);
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}
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private void OnExamine(EntityUid uid, PowerSinkComponent component, ExaminedEvent args)
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@ -30,26 +53,91 @@ namespace Content.Server.PowerSink
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);
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}
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private void OnUnpaused(EntityUid uid, PowerSinkComponent component, ref EntityUnpausedEvent args)
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{
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if (component.ExplosionTime == null)
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return;
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component.ExplosionTime = component.ExplosionTime + args.PausedTime;
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}
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public override void Update(float frameTime)
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{
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var toRemove = new RemQueue<(PowerSinkComponent Sink, BatteryComponent Battery)>();
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var toRemove = new RemQueue<(EntityUid Entity, PowerSinkComponent Sink)>();
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var query = EntityQueryEnumerator<PowerSinkComponent, PowerConsumerComponent, BatteryComponent, TransformComponent>();
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// Realistically it's gonna be like <5 per station.
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foreach (var (comp, networkLoad, battery, xform) in EntityManager.EntityQuery<PowerSinkComponent, PowerConsumerComponent, BatteryComponent, TransformComponent>())
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while (query.MoveNext(out var entity, out var component, out var networkLoad, out var battery, out var transform))
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{
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if (!xform.Anchored) continue;
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if (!transform.Anchored)
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continue;
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battery.CurrentCharge += networkLoad.NetworkLoad.ReceivingPower / 1000;
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if (battery.CurrentCharge < battery.MaxCharge) continue;
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toRemove.Add((comp, battery));
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var currentBatteryThreshold = battery.CurrentCharge / battery.MaxCharge;
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// Check for warning message threshold
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if (!component.SentImminentExplosionWarningMessage &&
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currentBatteryThreshold >= WarningMessageThreshold)
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{
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NotifyStationOfImminentExplosion(entity, component);
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}
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// Check for warning sound threshold
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foreach (var testThreshold in _warningSoundThresholds)
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{
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if (currentBatteryThreshold >= testThreshold &&
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testThreshold > component.HighestWarningSoundThreshold)
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{
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component.HighestWarningSoundThreshold = currentBatteryThreshold; // Don't re-play in future until next threshold hit
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_audio.PlayPvs(component.ElectricSound, entity); // Play SFX
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break;
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}
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}
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// Check for explosion
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if (battery.CurrentCharge < battery.MaxCharge)
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continue;
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if (component.ExplosionTime == null)
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{
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// Set explosion sequence to start soon
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component.ExplosionTime = _gameTiming.CurTime.Add(_explosionDelayTime);
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// Wind-up SFX
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_audio.PlayPvs(component.ChargeFireSound, entity); // Play SFX
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}
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else if (_gameTiming.CurTime >= component.ExplosionTime)
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{
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// Explode!
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toRemove.Add((entity, component));
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}
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}
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foreach (var (comp, battery) in toRemove)
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foreach (var (entity, component) in toRemove)
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{
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_explosionSystem.QueueExplosion(comp.Owner, "Default", 5 * (battery.MaxCharge / 2500000), 0.5f, 10, canCreateVacuum: false);
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EntityManager.RemoveComponent(comp.Owner, comp);
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_explosionSystem.QueueExplosion(entity, "PowerSink", 2000f, 4f, 20f, canCreateVacuum: true);
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EntityManager.RemoveComponent(entity, component);
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}
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}
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private void NotifyStationOfImminentExplosion(EntityUid uid, PowerSinkComponent powerSinkComponent)
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{
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if (powerSinkComponent.SentImminentExplosionWarningMessage)
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return;
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powerSinkComponent.SentImminentExplosionWarningMessage = true;
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var station = _station.GetOwningStation(uid);
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if (station == null)
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return;
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_chat.DispatchStationAnnouncement(
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station.Value,
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Loc.GetString("powersink-immiment-explosion-announcement"),
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playDefaultSound: true,
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colorOverride: Color.Yellow
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);
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}
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}
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}
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Binary file not shown.
Binary file not shown.
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@ -0,0 +1,10 @@
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- files: ["electric.ogg"]
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license: "CC0 1.0"
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copyright: "The-Sacha-Rush"
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source: "https://freesound.org/people/The-Sacha-Rush/sounds/657802/"
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- files: ["charge_fire.ogg"]
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license: "CC BY 3.0"
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copyright: "Teh_Bucket, dylanperitz, satanicupsman, CaptainGusterd, arightwizard, BigKahuna360, michael_grinnell, weaveofkev, MichelleGrobler, Alex_John73, sandyrb, breo2012"
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source: "https://freesound.org/people/Teh_Bucket/sounds/518739/"
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@ -1 +1,2 @@
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powersink-examine-drain-amount = The power sink is draining [color={$markupDrainColor}]{$amount} kW[/color].
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powersink-immiment-explosion-announcement = System scans have detected a rogue power consuming device is becoming unstable. Staff are advised to locate and disconnect this device immediately before the station is damaged.
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@ -85,3 +85,19 @@
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lightColor: Orange
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texturePath: /Textures/Effects/fire.rsi
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fireStates: 3
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- type: explosion
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id: PowerSink
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damagePerIntensity:
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types:
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Heat: 12
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Blunt: 12
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Piercing: 12
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Structural: 40
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tileBreakChance: [ 0, 0.5, 1 ]
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tileBreakIntensity: [ 1, 5, 10 ]
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tileBreakRerollReduction: 3
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intensityPerState: 20
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lightColor: Orange
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texturePath: /Textures/Effects/fire.rsi
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fireStates: 6
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