Power Sink Upgraded (#15683)

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
This commit is contained in:
Skye 2023-05-17 06:55:42 -07:00 committed by GitHub
parent befb0900cf
commit 67d6d1528b
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7 changed files with 161 additions and 10 deletions

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@ -1,8 +1,44 @@
namespace Content.Server.PowerSink
using Robust.Shared.Audio;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Server.PowerSink
{
/// <summary>
/// Absorbs power up to its capacity when anchored then explodes.
/// </summary>
[RegisterComponent]
public sealed class PowerSinkComponent : Component {}
public sealed class PowerSinkComponent : Component
{
/// <summary>
/// When the power sink is nearing its explosion, warn the crew so they can look for it
/// (if they're not already).
/// </summary>
[DataField("sentImminentExplosionWarning")]
[ViewVariables(VVAccess.ReadWrite)]
public bool SentImminentExplosionWarningMessage = false;
/// <summary>
/// If explosion has been triggered, time at which to explode.
/// </summary>
[DataField("explosionTime", customTypeSerializer:typeof(TimeOffsetSerializer))]
public System.TimeSpan? ExplosionTime = null;
/// <summary>
/// The highest sound warning threshold that has been hit (plays sfx occasionally as explosion nears)
/// </summary>
[DataField("highestWarningSoundThreshold")]
[ViewVariables(VVAccess.ReadWrite)]
public float HighestWarningSoundThreshold = 0f;
[DataField("chargeFireSound")]
public SoundSpecifier ChargeFireSound = new SoundPathSpecifier("/Audio/Effects/PowerSink/charge_fire.ogg");
[DataField("electricSound")] public SoundSpecifier ElectricSound =
new SoundPathSpecifier("/Audio/Effects/PowerSink/electric.ogg")
{
Params = AudioParams.Default
.WithVolume(15f) // audible even behind walls
.WithRolloffFactor(10)
};
}
}

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@ -2,18 +2,41 @@
using Content.Server.Power.Components;
using Content.Shared.Examine;
using Robust.Shared.Utility;
using Content.Server.Chat.Systems;
using Content.Server.Station.Systems;
using Robust.Shared.Timing;
using Robust.Shared.Audio;
namespace Content.Server.PowerSink
{
public sealed class PowerSinkSystem : EntitySystem
{
/// <summary>
/// Percentage of battery full to trigger the announcement warning at.
/// </summary>
private const float WarningMessageThreshold = 0.70f;
private readonly float[] _warningSoundThresholds = new[] { .80f, .90f, .95f, .98f };
/// <summary>
/// Length of time to delay explosion from battery full state -- this is used to play
/// a brief SFX winding up the explosion.
/// </summary>
/// <returns></returns>
private readonly TimeSpan _explosionDelayTime = TimeSpan.FromSeconds(1.465);
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly ChatSystem _chat = default!;
[Dependency] private readonly ExplosionSystem _explosionSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly StationSystem _station = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<PowerSinkComponent, ExaminedEvent>(OnExamine);
SubscribeLocalEvent<PowerSinkComponent, EntityUnpausedEvent>(OnUnpaused);
}
private void OnExamine(EntityUid uid, PowerSinkComponent component, ExaminedEvent args)
@ -30,26 +53,91 @@ namespace Content.Server.PowerSink
);
}
private void OnUnpaused(EntityUid uid, PowerSinkComponent component, ref EntityUnpausedEvent args)
{
if (component.ExplosionTime == null)
return;
component.ExplosionTime = component.ExplosionTime + args.PausedTime;
}
public override void Update(float frameTime)
{
var toRemove = new RemQueue<(PowerSinkComponent Sink, BatteryComponent Battery)>();
var toRemove = new RemQueue<(EntityUid Entity, PowerSinkComponent Sink)>();
var query = EntityQueryEnumerator<PowerSinkComponent, PowerConsumerComponent, BatteryComponent, TransformComponent>();
// Realistically it's gonna be like <5 per station.
foreach (var (comp, networkLoad, battery, xform) in EntityManager.EntityQuery<PowerSinkComponent, PowerConsumerComponent, BatteryComponent, TransformComponent>())
while (query.MoveNext(out var entity, out var component, out var networkLoad, out var battery, out var transform))
{
if (!xform.Anchored) continue;
if (!transform.Anchored)
continue;
battery.CurrentCharge += networkLoad.NetworkLoad.ReceivingPower / 1000;
if (battery.CurrentCharge < battery.MaxCharge) continue;
toRemove.Add((comp, battery));
var currentBatteryThreshold = battery.CurrentCharge / battery.MaxCharge;
// Check for warning message threshold
if (!component.SentImminentExplosionWarningMessage &&
currentBatteryThreshold >= WarningMessageThreshold)
{
NotifyStationOfImminentExplosion(entity, component);
}
// Check for warning sound threshold
foreach (var testThreshold in _warningSoundThresholds)
{
if (currentBatteryThreshold >= testThreshold &&
testThreshold > component.HighestWarningSoundThreshold)
{
component.HighestWarningSoundThreshold = currentBatteryThreshold; // Don't re-play in future until next threshold hit
_audio.PlayPvs(component.ElectricSound, entity); // Play SFX
break;
}
}
// Check for explosion
if (battery.CurrentCharge < battery.MaxCharge)
continue;
if (component.ExplosionTime == null)
{
// Set explosion sequence to start soon
component.ExplosionTime = _gameTiming.CurTime.Add(_explosionDelayTime);
// Wind-up SFX
_audio.PlayPvs(component.ChargeFireSound, entity); // Play SFX
}
else if (_gameTiming.CurTime >= component.ExplosionTime)
{
// Explode!
toRemove.Add((entity, component));
}
}
foreach (var (comp, battery) in toRemove)
foreach (var (entity, component) in toRemove)
{
_explosionSystem.QueueExplosion(comp.Owner, "Default", 5 * (battery.MaxCharge / 2500000), 0.5f, 10, canCreateVacuum: false);
EntityManager.RemoveComponent(comp.Owner, comp);
_explosionSystem.QueueExplosion(entity, "PowerSink", 2000f, 4f, 20f, canCreateVacuum: true);
EntityManager.RemoveComponent(entity, component);
}
}
private void NotifyStationOfImminentExplosion(EntityUid uid, PowerSinkComponent powerSinkComponent)
{
if (powerSinkComponent.SentImminentExplosionWarningMessage)
return;
powerSinkComponent.SentImminentExplosionWarningMessage = true;
var station = _station.GetOwningStation(uid);
if (station == null)
return;
_chat.DispatchStationAnnouncement(
station.Value,
Loc.GetString("powersink-immiment-explosion-announcement"),
playDefaultSound: true,
colorOverride: Color.Yellow
);
}
}
}

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@ -0,0 +1,10 @@
- files: ["electric.ogg"]
license: "CC0 1.0"
copyright: "The-Sacha-Rush"
source: "https://freesound.org/people/The-Sacha-Rush/sounds/657802/"
- files: ["charge_fire.ogg"]
license: "CC BY 3.0"
copyright: "Teh_Bucket, dylanperitz, satanicupsman, CaptainGusterd, arightwizard, BigKahuna360, michael_grinnell, weaveofkev, MichelleGrobler, Alex_John73, sandyrb, breo2012"
source: "https://freesound.org/people/Teh_Bucket/sounds/518739/"

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@ -1 +1,2 @@
powersink-examine-drain-amount = The power sink is draining [color={$markupDrainColor}]{$amount} kW[/color].
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 @@
lightColor: Orange
texturePath: /Textures/Effects/fire.rsi
fireStates: 3
- type: explosion
id: PowerSink
damagePerIntensity:
types:
Heat: 12
Blunt: 12
Piercing: 12
Structural: 40
tileBreakChance: [ 0, 0.5, 1 ]
tileBreakIntensity: [ 1, 5, 10 ]
tileBreakRerollReduction: 3
intensityPerState: 20
lightColor: Orange
texturePath: /Textures/Effects/fire.rsi
fireStates: 6