spacebuild/spacebuild

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lua/entities/generator_energy_fusion/init.lua

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AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")

util.PrecacheSound("explode_9")
util.PrecacheSound("ambient/levels/labs/electric_explosion4.wav")
util.PrecacheSound("ambient/levels/labs/electric_explosion3.wav")
util.PrecacheSound("ambient/levels/labs/electric_explosion1.wav")
util.PrecacheSound("ambient/explosions/exp2.wav")
util.PrecacheSound("k_lab.ambient_powergenerators")
util.PrecacheSound("ambient/machines/thumper_startup1.wav")
util.PrecacheSound("coast.siren_citizen")
util.PrecacheSound("common/warning.wav")

include('shared.lua')
-- Was 2200, increased
local Energy_Increment = 5000
local Coolant_Increment = 45 --WATER NOW -- 15 nitrogen produced per 150 energy, so 45 is about 450 energy , 2000 - 450 = 1550 energy left - the requirements to generate the N
local HW_Increment = 1

function ENT:Initialize()
    self.BaseClass.Initialize(self)
    self.Active = 0
    self.damaged = 0
    self.critical = 0
    self.hwcount = 0
    self.time = 0
    if WireLib then
        self.WireDebugName = self.PrintName
        self.Inputs = WireLib.CreateInputs(self, { "On" })
        self.Outputs = WireLib.CreateOutputs(self, { "On", "Output" })
        self.Outputs = WireLib.CreateOutputs(self, { "On", "Output" })
    else
        self.Inputs = { { Name = "On" } }
    end
end

function ENT:TurnOn()
    if (self.Active == 0) then
        self.Active = 1
        self:EmitSound("k_lab.ambient_powergenerators")
        self:EmitSound("ambient/machines/thumper_startup1.wav")
        if WireLib then WireLib.TriggerOutput(self, "On", 1) end
        self:SetOOO(1)
    end
end

function ENT:TurnOff()
    if (self.Active == 1) then
        self.Active = 0
        self:StopSound("k_lab.ambient_powergenerators")
        self:StopSound("coast.siren_citizen")
        if WireLib then
            WireLib.TriggerOutput(self, "On", 0)
            WireLib.TriggerOutput(self, "Output", 0)
        end
        self:SetOOO(0)
    end
end

function ENT:TriggerInput(iname, value)
    if (iname == "On") then
        self:SetActive(value)
    end
end

function ENT:Damage()
    if (self.damaged == 0) then self.damaged = 1 end
end

function ENT:Repair()
    self.BaseClass.Repair(self)
    self:SetColor(Color(255, 255, 255, 255))
    self.damaged = 0
    self.critical = 0
    self.hwcount = 0
    self:StopSound("coast.siren_citizen")
end

function ENT:Destruct()
    self:StopSound("coast.siren_citizen")
    if (self:GetResourceAmount("energy") < 100000) or (GetConVarNumber("LS_AllowNukeEffect") == 0) then
        CAF.GetAddon("Life Support").Destruct(self)
    else -- !!oh shi-
        self:ConsumeResource("energy", self:GetResourceAmount("energy"))
        local effectdata = EffectData()
        effectdata:SetMagnitude(1)

        local Pos = self:GetPos()

        effectdata:SetOrigin(Pos)
        effectdata:SetScale(23000)
        util.Effect("warpcore_breach", effectdata)
        local players = player.GetAll()
        for _, ply in pairs(players) do
            ply:EmitSound("explode_9")
        end
        self:EmitSound("explode_9")

        local blastradius = 3000

        for _, ent in pairs(constraint.GetAllConstrainedEntities(self)) do
            if ent ~= self then
                if (string.find(ent:GetClass(), "prop") ~= nil) then
                    local delay = (math.random(300, 700) / 100)
                    ent:SetSolid(SOLID_NONE) --we don't need to be crunching the phys collisions too
                    ent:DrawShadow(false)
                    ent:SetKeyValue("exploderadius", "1")
                    ent:SetKeyValue("explodedamage", "1")
                    ent:Fire("break", "", tostring(delay))
                    ent:Fire("kill", "", tostring(delay + 1))
                    ent:Fire("enablemotion", "", 0) --bye bye fort that took you 4 hours to make
                    constraint.RemoveAll(ent)
                else
                    if (ent:IsValid()) and not (ent:IsPlayer() or (ent.IsPlanet and ent:IsPlanet()) or (ent.IsStar and ent:IsStar())) then
                        ent:Remove()
                    end
                end
            end
        end
        local movetype;
        for key, found in pairs(ents.FindInSphere(Pos, blastradius)) do
            movetype = found:GetMoveType()
            if (movetype == 2 or movetype == 3 or movetype == 5 or movetype == 6 or movetype == 8 or movetype == 9) then
                local entpos = found:LocalToWorld(found:OBBCenter()) --more accurate than getpos
                local vecang = entpos - Pos
                if vecang.z < 0 then vecang.z = 0 end
                vecang:Normalize()

                if found:IsNPC() then --ugh, messy
                    util.BlastDamage(self, self:GetPlayer(), found:GetPos(), 256, 512)
                elseif found:IsPlayer() then
                    found:SetModel("models/player/charple.mdl")
                    util.BlastDamage(self, self:GetPlayer(), found:GetPos(), 256, 512)
                elseif found:IsValid() then

                    local physobj = found:GetPhysicsObject()
                    local mass = 1
                    if (physobj:IsValid()) then
                        mass = physobj:GetMass();
                    end

                    if (found:GetMoveType() ~= 6) or not physobj:IsValid() then --if it's not a physics object...
                        found:SetVelocity(vecang * (170 * mass)) --push it away
                    elseif (string.find(found:GetClass(), "ragdoll") ~= nil) then --if it's a ragdoll...
                        physobj:ApplyForceCenter(vecang * (8e4 * mass)) --push it away anyway :D
                    else -- if it is a physics object...
                        physobj:ApplyForceOffset(vecang * (8e4 * mass), entpos + Vector(math.random(-20, 20), math.random(-20, 20), math.random(20, 40))) --still push it away
                    end

                    util.BlastDamage(self, self:GetPlayer(), Pos - vecang * 64, 384, 1000) --splode it
                end
            end
        end

        local shake = ents.Create("env_shake")
        shake:SetKeyValue("amplitude", "16")
        shake:SetKeyValue("duration", "6")
        shake:SetKeyValue("radius", 1)
        shake:SetKeyValue("spawnflags", 5)
        shake:SetKeyValue("frequency", "240")
        shake:SetPos(Pos)
        shake:Spawn()
        shake:Fire("StartShake", "", "0.6")
        shake:Fire("kill", "", "8")

        --shatter all glass
        for k, v in pairs(ents.FindByClass("func_breakable_surf")) do
            local dist = (v:GetPos() - Pos):Length()
            v:Fire("Shatter", "", dist / 19e3)
        end

        for k, v in pairs(ents.FindByClass("func_breakable")) do
            local dist = (v:GetPos() - Pos):Length()
            v:Fire("break", "", dist / 19e3)
        end
        self:StopSound("k_lab.ambient_powergenerators")
        self:StopSound("coast.siren_citizen")
        self:StopSound("common/warning.wav")
        self:StopSound("ambient/levels/labs/electric_explosion3.wav")
        self:StopSound("ambient/levels/labs/electric_explosion4.wav")
        self:StopSound("ambient/levels/labs/electric_explosion1.wav")
        self:Remove()
    end
end

function ENT:OnRemove()
    self:StopSound("k_lab.ambient_powergenerators")
    self:StopSound("coast.siren_citizen")
    self:StopSound("common/warning.wav")
    self:StopSound("ambient/levels/labs/electric_explosion3.wav")
    self:StopSound("ambient/levels/labs/electric_explosion4.wav")
    self:StopSound("ambient/levels/labs/electric_explosion1.wav")
    self.BaseClass.OnRemove(self)
end

function ENT:Extract_Energy()
    local inc = Energy_Increment

    if (self.critical == 1) then
        local ang = self:GetAngles()
        local pos = (self:GetPos() + (ang:Up() * self:BoundingRadius()))
        local test = math.random(1, 10)
        local zapme
        if CAF.GetAddon("Life Support") then
            zapme = CAF.GetAddon("Life Support").ZapMe
        end
        if (test <= 2) then
            if zapme then
                zapme((pos + (ang:Right() * 90)), 5)
                zapme((pos - (ang:Right() * 90)), 5)
            end
            self:EmitSound("ambient/levels/labs/electric_explosion3.wav")
            inc = 0
        elseif (test <= 4) then
            if zapme then
                zapme((pos + (ang:Right() * 90)), 3)
                zapme((pos - (ang:Right() * 90)), 3)
            end
            self:EmitSound("ambient/levels/labs/electric_explosion4.wav")
            inc = math.ceil(inc / 4)
        elseif (test <= 6) then
            if zapme then
                zapme((pos + (ang:Right() * 90)), 2)
                zapme((pos - (ang:Right() * 90)), 2)
            end
            self:EmitSound("ambient/levels/labs/electric_explosion1.wav")
            inc = math.ceil(inc / 2)
        end
    end

    if (self:GetResourceAmount("water") < math.ceil(Coolant_Increment * self:GetMultiplier())) then
        if CAF.GetAddon("Life Support") then
            CAF.GetAddon("Life Support").DamageLS(self, math.Round(15 - (15 * (self:GetResourceAmount("water") / math.ceil(Coolant_Increment * self:GetMultiplier())))))
        end
        local Smoke = ents.Create("env_smoketrail")
        Smoke:SetKeyValue("opacity", 1)
        Smoke:SetKeyValue("spawnrate", 10)
        Smoke:SetKeyValue("lifetime", 2)
        Smoke:SetKeyValue("startcolor", "180 180 180")
        Smoke:SetKeyValue("endcolor", "255 255 255")
        Smoke:SetKeyValue("minspeed", 15)
        Smoke:SetKeyValue("maxspeed", 30)
        Smoke:SetKeyValue("startsize", (self:BoundingRadius() / 2))
        Smoke:SetKeyValue("endsize", self:BoundingRadius())
        Smoke:SetKeyValue("spawnradius", 10)
        Smoke:SetKeyValue("emittime", 300)
        Smoke:SetKeyValue("firesprite", "sprites/firetrail.spr")
        Smoke:SetKeyValue("smokesprite", "sprites/whitepuff.spr")
        Smoke:SetPos(self:GetPos())
        Smoke:SetParent(self)
        Smoke:Spawn()
        Smoke:Activate()
        Smoke:Fire("kill", "", 1)

        if (self.critical == 0) then
            if self.time > 3 then
                self:EmitSound("common/warning.wav")
                self.time = 0
            else
                self.time = self.time + 1
            end
        else
            if self.time > 1 then
                self:StopSound("coast.siren_citizen")
                self:EmitSound("coast.siren_citizen")
                self.time = 0
            else
                self.time = self.time + 1
            end
        end

        --only supply 5-25% of the normal amount
        if (inc > 0) then inc = math.ceil(inc / math.random(12 - math.ceil(8 * (self:GetResourceAmount("water") / math.ceil(Coolant_Increment * self:GetMultiplier()))), 20)) end
    else
        local consumed = self:ConsumeResource("water", math.ceil(Coolant_Increment * self:GetMultiplier()))
        self:SupplyResource("steam", math.ceil(consumed * 0.92))
        self:SupplyResource("water", math.ceil(consumed * 0.08))
    end

    --heavy water check (water adds stability)
    if (self:GetResourceAmount("heavy water") <= 0) then
        if (inc > 0) then
            --instability varying the output from 20-80% of normal
            local hwmult = math.random(20, 80) / 100
            inc = math.ceil(inc * hwmult)
        end
    else
        self.hwcount = self.hwcount + 1
        if (self.hwcount >= 5) then
            self:ConsumeResource("heavy water", math.ceil(HW_Increment * self:GetMultiplier()))
            self.hwcount = 0
        end
    end

    --the money shot!
    if (inc > 0) then
        inc = math.ceil(inc * self:GetMultiplier())
        self:SupplyResource("energy", inc)
    end
    if WireLib then WireLib.TriggerOutput(self, "Output", inc) end

    --[[            Base: 2000

            w/Critical: 0-1000

            wo/Coolant: 100-500

            wo/Heavy W: 500-2100

                 --- Worst case---

            w/Critical: 0-1000
            wo/Coolant: 50-250
            wo/Heavy W: 2.5-275 ]] --
end

function ENT:Leak() --leak cause this is like with storage, make be it could leak radation?
    if (self:GetResourceAmount("energy") >= 100000) then
        if (self.critical == 0)
        then self.critical = 1
        end
    else
        if (self.critical == 1) then
            self:StopSound("coast.siren_citizen")
            self.critical = 0
        end
    end
    --chance to leak additional heavy water
    if (math.random(1, 10) <= 2) then
        self:ConsumeResource("heavy water", HW_Increment)
    end
end

function ENT:Think()
    self.BaseClass.Think(self)

    if (self.Active == 1) then
        self:Extract_Energy()
    end

    if (self.damaged == 1) then
        self:Leak()
    end

    self:NextThink(CurTime() + 1)
    return true
end