emitter visuals update (#13382)
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@@ -1,18 +1,145 @@
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using Robust.Shared.Serialization;
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using System.Threading;
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using Content.Shared.Construction.Prototypes;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Shared.Singularity.Components
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namespace Content.Shared.Singularity.Components;
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[RegisterComponent, NetworkedComponent]
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public sealed class EmitterComponent : Component
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{
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[NetSerializable, Serializable]
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public enum EmitterVisuals
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{
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VisualState
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}
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public CancellationTokenSource? TimerCancel;
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[NetSerializable, Serializable]
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public enum EmitterVisualState
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{
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On,
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Underpowered,
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Off
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}
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// whether the power switch is in "on"
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[ViewVariables] public bool IsOn;
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// Whether the power switch is on AND the machine has enough power (so is actively firing)
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[ViewVariables] public bool IsPowered;
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/// <summary>
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/// counts the number of consecutive shots fired.
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/// </summary>
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[ViewVariables]
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public int FireShotCounter;
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/// <summary>
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/// The entity that is spawned when the emitter fires.
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/// </summary>
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[DataField("boltType")]
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public string BoltType = "EmitterBolt";
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/// <summary>
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/// The current amount of power being used.
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/// </summary>
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[DataField("powerUseActive")]
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public int PowerUseActive = 600;
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/// <summary>
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/// The base amount of power that is consumed.
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/// Used in machine part rating calculations.
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/// </summary>
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[DataField("basePowerUseActive"), ViewVariables(VVAccess.ReadWrite)]
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public int BasePowerUseActive = 600;
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/// <summary>
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/// Multiplier that is applied to the basePowerUseActive
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/// to get the actual power use.
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/// </summary>
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[DataField("powerUseMultiplier")]
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public float PowerUseMultiplier = 0.75f;
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/// <summary>
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/// The machine part used to reduce the power use of the machine.
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/// </summary>
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[DataField("machinePartPowerUse", customTypeSerializer: typeof(PrototypeIdSerializer<MachinePartPrototype>))]
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public string MachinePartPowerUse = "Capacitor";
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/// <summary>
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/// The amount of shots that are fired in a single "burst"
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/// </summary>
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[DataField("fireBurstSize")]
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public int FireBurstSize = 3;
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/// <summary>
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/// The time between each shot during a burst.
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/// </summary>
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[DataField("fireInterval")]
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public TimeSpan FireInterval = TimeSpan.FromSeconds(2);
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/// <summary>
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/// The base amount of time between each shot during a burst.
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/// </summary>
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[DataField("baseFireInterval"), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan BaseFireInterval = TimeSpan.FromSeconds(2);
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/// <summary>
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/// The current minimum delay between bursts.
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/// </summary>
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[DataField("fireBurstDelayMin")]
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public TimeSpan FireBurstDelayMin = TimeSpan.FromSeconds(4);
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/// <summary>
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/// The current maximum delay between bursts.
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/// </summary>
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[DataField("fireBurstDelayMax")]
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public TimeSpan FireBurstDelayMax = TimeSpan.FromSeconds(10);
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/// <summary>
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/// The base minimum delay between shot bursts.
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/// Used for machine part rating calculations.
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/// </summary>
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[DataField("baseFireBurstDelayMin")]
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public TimeSpan BaseFireBurstDelayMin = TimeSpan.FromSeconds(4);
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/// <summary>
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/// The base maximum delay between shot bursts.
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/// Used for machine part rating calculations.
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/// </summary>
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[DataField("baseFireBurstDelayMax")]
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public TimeSpan BaseFireBurstDelayMax = TimeSpan.FromSeconds(10);
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/// <summary>
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/// The multiplier for the base delay between shot bursts as well as
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/// the fire interval
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/// </summary>
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[DataField("fireRateMultiplier"), ViewVariables(VVAccess.ReadWrite)]
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public float FireRateMultiplier = 0.8f;
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/// <summary>
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/// The machine part that affects burst delay.
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/// </summary>
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[DataField("machinePartFireRate", customTypeSerializer: typeof(PrototypeIdSerializer<MachinePartPrototype>))]
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public string MachinePartFireRate = "Laser";
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/// <summary>
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/// The visual state that is set when the emitter is turned on
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/// </summary>
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[DataField("onState")]
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public string? OnState = "beam";
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/// <summary>
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/// The visual state that is set when the emitter doesn't have enough power.
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/// </summary>
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[DataField("underpoweredState")]
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public string? UnderpoweredState = "underpowered";
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}
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[NetSerializable, Serializable]
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public enum EmitterVisuals : byte
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{
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VisualState
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}
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[Serializable, NetSerializable]
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public enum EmitterVisualLayers : byte
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{
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Lights
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}
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[NetSerializable, Serializable]
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public enum EmitterVisualState
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{
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On,
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Underpowered,
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Off
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}
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