add syndicate singularity beacon (#18486)
* implement singulo attraction * add attractor syndie item * cleanup * fix name/desc * actually fix name * singulo toolbox no longer whitelisted * add custom sprite, overhaul prototype * address review * beacon real * webedit 1 * webedit 2 * webedit 3 * permalink to copyright --------- Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
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using Content.Server.Singularity.EntitySystems;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server.Singularity.Components;
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/// <summary>
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/// Attracts the singularity.
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/// </summary>
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[RegisterComponent]
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[Access(typeof(SingularityAttractorSystem))]
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public sealed partial class SingularityAttractorComponent : Component
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{
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/// <summary>
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/// The range at which singularities will be unable to go away from the attractor.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float BaseRange = 25f;
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/// <summary>
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/// The amount of time that should elapse between pulses of this attractor.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadOnly)]
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public TimeSpan TargetPulsePeriod = TimeSpan.FromSeconds(2);
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/// <summary>
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/// The last time this attractor pulsed.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan LastPulseTime = default!;
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}
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using Content.Server.Physics.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Singularity.Components;
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using Content.Shared.Singularity.Components;
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using Content.Shared.Singularity.EntitySystems;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Timing;
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using System.Numerics;
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namespace Content.Server.Singularity.EntitySystems;
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/// <summary>
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/// Handles singularity attractors.
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/// </summary>
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public sealed class SingularityAttractorSystem : EntitySystem
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{
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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/// <summary>
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/// The minimum range at which the attraction will act.
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/// Prevents division by zero problems.
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/// </summary>
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public const float MinAttractRange = 0.00001f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SingularityAttractorComponent, MapInitEvent>(OnMapInit);
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}
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/// <summary>
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/// Updates the pulse cooldowns of all singularity attractors.
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/// If they are off cooldown it makes them emit an attraction pulse and reset their cooldown.
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/// </summary>
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/// <param name="frameTime">The time elapsed since the last set of updates.</param>
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public override void Update(float frameTime)
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{
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if (!_timing.IsFirstTimePredicted)
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return;
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var query = EntityQueryEnumerator<SingularityAttractorComponent, TransformComponent>();
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var now = _timing.CurTime;
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while (query.MoveNext(out var uid, out var attractor, out var xform))
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{
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if (attractor.LastPulseTime + attractor.TargetPulsePeriod <= now)
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Update(uid, attractor, xform);
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}
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}
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/// <summary>
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/// Makes an attractor attract all singularities and puts it on cooldown.
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/// </summary>
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/// <param name="uid">The uid of the attractor to make pulse.</param>
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/// <param name="attractor">The state of the attractor to make pulse.</param>
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/// <param name="xform">The transform of the attractor to make pulse.</param>
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private void Update(EntityUid uid, SingularityAttractorComponent? attractor = null, TransformComponent? xform = null)
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{
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if (!Resolve(uid, ref attractor, ref xform))
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return;
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if (!this.IsPowered(uid, EntityManager))
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return;
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attractor.LastPulseTime = _timing.CurTime;
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var mapPos = xform.Coordinates.ToMap(EntityManager);
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if (mapPos == MapCoordinates.Nullspace)
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return;
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var query = EntityQuery<SingularityComponent, RandomWalkComponent, TransformComponent>();
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foreach (var (singulo, walk, singuloXform) in query)
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{
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var singuloMapPos = singuloXform.Coordinates.ToMap(EntityManager);
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if (singuloMapPos.MapId != mapPos.MapId)
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continue;
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var biasBy = mapPos.Position - singuloMapPos.Position;
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var length = biasBy.Length();
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if (length <= MinAttractRange)
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return;
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biasBy = Vector2.Normalize(biasBy) * (attractor.BaseRange / length);
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walk.BiasVector += biasBy;
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}
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}
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/// <summary>
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/// Resets the pulse timings of the attractor when the component starts up.
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/// </summary>
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/// <param name="uid">The uid of the attractor to start up.</param>
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/// <param name="comp">The state of the attractor to start up.</param>
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/// <param name="args">The startup prompt arguments.</param>
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private void OnMapInit(Entity<SingularityAttractorComponent> ent, ref MapInitEvent args)
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{
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ent.Comp.LastPulseTime = _timing.CurTime;
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}
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}
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