emitter visuals update (#13382)

This commit is contained in:
Nemanja
2023-01-08 22:42:31 -05:00
committed by GitHub
parent 692079745f
commit 2933f030d9
7 changed files with 210 additions and 186 deletions

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@@ -0,0 +1,59 @@
using Content.Client.Storage.Visualizers;
using Content.Shared.Singularity.Components;
using Content.Shared.Singularity.EntitySystems;
using Content.Shared.Storage;
using Robust.Client.GameObjects;
namespace Content.Client.Singularity.Systems;
public sealed class EmitterSystem : SharedEmitterSystem
{
[Dependency] private readonly AppearanceSystem _appearance = default!;
/// <inheritdoc/>
public override void Initialize()
{
SubscribeLocalEvent<EmitterComponent, AppearanceChangeEvent>(OnAppearanceChange);
}
private void OnAppearanceChange(EntityUid uid, EmitterComponent component, ref AppearanceChangeEvent args)
{
if (args.Sprite == null)
return;
if (args.Sprite.LayerMapTryGet(StorageVisualLayers.Lock, out var lockLayer))
{
if (!_appearance.TryGetData(uid, StorageVisuals.Locked, out bool locked, args.Component))
locked = false;
args.Sprite.LayerSetVisible(lockLayer, locked);
}
if (!_appearance.TryGetData(uid, EmitterVisuals.VisualState, out EmitterVisualState state, args.Component))
state = EmitterVisualState.Off;
if (!args.Sprite.LayerMapTryGet(EmitterVisualLayers.Lights, out var layer))
return;
switch (state)
{
case EmitterVisualState.On:
if (component.OnState == null)
break;
args.Sprite.LayerSetVisible(layer, true);
args.Sprite.LayerSetState(layer, component.OnState);
break;
case EmitterVisualState.Underpowered:
if (component.UnderpoweredState == null)
break;
args.Sprite.LayerSetVisible(layer, true);
args.Sprite.LayerSetState(layer, component.UnderpoweredState);
break;
case EmitterVisualState.Off:
args.Sprite.LayerSetVisible(layer, false);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
}

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@@ -1,55 +0,0 @@
using System;
using Content.Shared.Singularity.Components;
using Content.Shared.Storage;
using JetBrains.Annotations;
using Robust.Client.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Client.Singularity.Visualizers
{
[UsedImplicitly]
public sealed class EmitterVisualizer : AppearanceVisualizer
{
private const string OverlayBeam = "beam";
private const string OverlayUnderPowered = "underpowered";
[Obsolete("Subscribe to AppearanceChangeEvent instead.")]
public override void OnChangeData(AppearanceComponent component)
{
base.OnChangeData(component);
var entities = IoCManager.Resolve<IEntityManager>();
if (!entities.TryGetComponent(component.Owner, out ISpriteComponent? sprite))
{
return;
}
if (!component.TryGetData(StorageVisuals.Locked, out bool locked))
locked = false;
if (!component.TryGetData(EmitterVisuals.VisualState, out EmitterVisualState state))
state = EmitterVisualState.Off;
switch (state)
{
case EmitterVisualState.On:
sprite.LayerSetVisible(1, true);
sprite.LayerSetState(1, OverlayBeam);
break;
case EmitterVisualState.Underpowered:
sprite.LayerSetVisible(1, true);
sprite.LayerSetState(1, OverlayUnderPowered);
break;
case EmitterVisualState.Off:
sprite.LayerSetVisible(1, false);
break;
default:
throw new ArgumentOutOfRangeException();
}
sprite.LayerSetVisible(2, locked);
}
}
}

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@@ -1,113 +0,0 @@
using System.Threading;
using Content.Shared.Construction.Prototypes;
using Robust.Shared.Audio;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Singularity.Components
{
[RegisterComponent]
public sealed class EmitterComponent : Component
{
public CancellationTokenSource? TimerCancel;
// whether the power switch is in "on"
[ViewVariables] public bool IsOn;
// Whether the power switch is on AND the machine has enough power (so is actively firing)
[ViewVariables] public bool IsPowered;
/// <summary>
/// counts the number of consecutive shots fired.
/// </summary>
[ViewVariables]
public int FireShotCounter;
/// <summary>
/// The entity that is spawned when the emitter fires.
/// </summary>
[DataField("boltType")]
public string BoltType = "EmitterBolt";
/// <summary>
/// The current amount of power being used.
/// </summary>
[DataField("powerUseActive")]
public int PowerUseActive = 600;
/// <summary>
/// The base amount of power that is consumed.
/// Used in machine part rating calculations.
/// </summary>
[DataField("basePowerUseActive"), ViewVariables(VVAccess.ReadWrite)]
public int BasePowerUseActive = 600;
/// <summary>
/// Multiplier that is applied to the basePowerUseActive
/// to get the actual power use.
/// </summary>
[DataField("powerUseMultiplier")]
public float PowerUseMultiplier = 0.75f;
/// <summary>
/// The machine part used to reduce the power use of the machine.
/// </summary>
[DataField("machinePartPowerUse", customTypeSerializer: typeof(PrototypeIdSerializer<MachinePartPrototype>))]
public string MachinePartPowerUse = "Capacitor";
/// <summary>
/// The amount of shots that are fired in a single "burst"
/// </summary>
[DataField("fireBurstSize")]
public int FireBurstSize = 3;
/// <summary>
/// The time between each shot during a burst.
/// </summary>
[DataField("fireInterval")]
public TimeSpan FireInterval = TimeSpan.FromSeconds(2);
/// <summary>
/// The base amount of time between each shot during a burst.
/// </summary>
[DataField("baseFireInterval"), ViewVariables(VVAccess.ReadWrite)]
public TimeSpan BaseFireInterval = TimeSpan.FromSeconds(2);
/// <summary>
/// The current minimum delay between bursts.
/// </summary>
[DataField("fireBurstDelayMin")]
public TimeSpan FireBurstDelayMin = TimeSpan.FromSeconds(4);
/// <summary>
/// The current maximum delay between bursts.
/// </summary>
[DataField("fireBurstDelayMax")]
public TimeSpan FireBurstDelayMax = TimeSpan.FromSeconds(10);
/// <summary>
/// The base minimum delay between shot bursts.
/// Used for machine part rating calculations.
/// </summary>
[DataField("baseFireBurstDelayMin")]
public TimeSpan BaseFireBurstDelayMin = TimeSpan.FromSeconds(4);
/// <summary>
/// The base maximum delay between shot bursts.
/// Used for machine part rating calculations.
/// </summary>
[DataField("baseFireBurstDelayMax")]
public TimeSpan BaseFireBurstDelayMax = TimeSpan.FromSeconds(10);
/// <summary>
/// The multiplier for the base delay between shot bursts as well as
/// the fire interval
/// </summary>
[DataField("fireRateMultiplier"), ViewVariables(VVAccess.ReadWrite)]
public float FireRateMultiplier = 0.8f;
/// <summary>
/// The machine part that affects burst delay.
/// </summary>
[DataField("machinePartFireRate", customTypeSerializer: typeof(PrototypeIdSerializer<MachinePartPrototype>))]
public string MachinePartFireRate = "Laser";
}
}

View File

@@ -4,7 +4,6 @@ using Content.Server.Construction;
using Content.Server.Power.Components; using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems; using Content.Server.Power.EntitySystems;
using Content.Server.Projectiles; using Content.Server.Projectiles;
using Content.Server.Singularity.Components;
using Content.Server.Storage.Components; using Content.Server.Storage.Components;
using Content.Server.Weapons.Ranged.Systems; using Content.Server.Weapons.Ranged.Systems;
using Content.Shared.Database; using Content.Shared.Database;
@@ -12,6 +11,7 @@ using Content.Shared.Interaction;
using Content.Shared.Popups; using Content.Shared.Popups;
using Content.Shared.Projectiles; using Content.Shared.Projectiles;
using Content.Shared.Singularity.Components; using Content.Shared.Singularity.Components;
using Content.Shared.Singularity.EntitySystems;
using Content.Shared.Weapons.Ranged.Components; using Content.Shared.Weapons.Ranged.Components;
using JetBrains.Annotations; using JetBrains.Annotations;
using Robust.Shared.Map; using Robust.Shared.Map;
@@ -24,7 +24,7 @@ using Timer = Robust.Shared.Timing.Timer;
namespace Content.Server.Singularity.EntitySystems namespace Content.Server.Singularity.EntitySystems
{ {
[UsedImplicitly] [UsedImplicitly]
public sealed class EmitterSystem : EntitySystem public sealed class EmitterSystem : SharedEmitterSystem
{ {
[Dependency] private readonly IRobustRandom _random = default!; [Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!; [Dependency] private readonly IAdminLogManager _adminLogger = default!;

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@@ -1,13 +1,141 @@
using Robust.Shared.Serialization; using System.Threading;
using Content.Shared.Construction.Prototypes;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Singularity.Components namespace Content.Shared.Singularity.Components;
[RegisterComponent, NetworkedComponent]
public sealed class EmitterComponent : Component
{ {
public CancellationTokenSource? TimerCancel;
// whether the power switch is in "on"
[ViewVariables] public bool IsOn;
// Whether the power switch is on AND the machine has enough power (so is actively firing)
[ViewVariables] public bool IsPowered;
/// <summary>
/// counts the number of consecutive shots fired.
/// </summary>
[ViewVariables]
public int FireShotCounter;
/// <summary>
/// The entity that is spawned when the emitter fires.
/// </summary>
[DataField("boltType")]
public string BoltType = "EmitterBolt";
/// <summary>
/// The current amount of power being used.
/// </summary>
[DataField("powerUseActive")]
public int PowerUseActive = 600;
/// <summary>
/// The base amount of power that is consumed.
/// Used in machine part rating calculations.
/// </summary>
[DataField("basePowerUseActive"), ViewVariables(VVAccess.ReadWrite)]
public int BasePowerUseActive = 600;
/// <summary>
/// Multiplier that is applied to the basePowerUseActive
/// to get the actual power use.
/// </summary>
[DataField("powerUseMultiplier")]
public float PowerUseMultiplier = 0.75f;
/// <summary>
/// The machine part used to reduce the power use of the machine.
/// </summary>
[DataField("machinePartPowerUse", customTypeSerializer: typeof(PrototypeIdSerializer<MachinePartPrototype>))]
public string MachinePartPowerUse = "Capacitor";
/// <summary>
/// The amount of shots that are fired in a single "burst"
/// </summary>
[DataField("fireBurstSize")]
public int FireBurstSize = 3;
/// <summary>
/// The time between each shot during a burst.
/// </summary>
[DataField("fireInterval")]
public TimeSpan FireInterval = TimeSpan.FromSeconds(2);
/// <summary>
/// The base amount of time between each shot during a burst.
/// </summary>
[DataField("baseFireInterval"), ViewVariables(VVAccess.ReadWrite)]
public TimeSpan BaseFireInterval = TimeSpan.FromSeconds(2);
/// <summary>
/// The current minimum delay between bursts.
/// </summary>
[DataField("fireBurstDelayMin")]
public TimeSpan FireBurstDelayMin = TimeSpan.FromSeconds(4);
/// <summary>
/// The current maximum delay between bursts.
/// </summary>
[DataField("fireBurstDelayMax")]
public TimeSpan FireBurstDelayMax = TimeSpan.FromSeconds(10);
/// <summary>
/// The base minimum delay between shot bursts.
/// Used for machine part rating calculations.
/// </summary>
[DataField("baseFireBurstDelayMin")]
public TimeSpan BaseFireBurstDelayMin = TimeSpan.FromSeconds(4);
/// <summary>
/// The base maximum delay between shot bursts.
/// Used for machine part rating calculations.
/// </summary>
[DataField("baseFireBurstDelayMax")]
public TimeSpan BaseFireBurstDelayMax = TimeSpan.FromSeconds(10);
/// <summary>
/// The multiplier for the base delay between shot bursts as well as
/// the fire interval
/// </summary>
[DataField("fireRateMultiplier"), ViewVariables(VVAccess.ReadWrite)]
public float FireRateMultiplier = 0.8f;
/// <summary>
/// The machine part that affects burst delay.
/// </summary>
[DataField("machinePartFireRate", customTypeSerializer: typeof(PrototypeIdSerializer<MachinePartPrototype>))]
public string MachinePartFireRate = "Laser";
/// <summary>
/// The visual state that is set when the emitter is turned on
/// </summary>
[DataField("onState")]
public string? OnState = "beam";
/// <summary>
/// The visual state that is set when the emitter doesn't have enough power.
/// </summary>
[DataField("underpoweredState")]
public string? UnderpoweredState = "underpowered";
}
[NetSerializable, Serializable] [NetSerializable, Serializable]
public enum EmitterVisuals public enum EmitterVisuals : byte
{ {
VisualState VisualState
} }
[Serializable, NetSerializable]
public enum EmitterVisualLayers : byte
{
Lights
}
[NetSerializable, Serializable] [NetSerializable, Serializable]
public enum EmitterVisualState public enum EmitterVisualState
{ {
@@ -15,4 +143,3 @@ namespace Content.Shared.Singularity.Components
Underpowered, Underpowered,
Off Off
} }
}

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@@ -0,0 +1,6 @@
namespace Content.Shared.Singularity.EntitySystems;
public abstract class SharedEmitterSystem : EntitySystem
{
}

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@@ -30,9 +30,11 @@
- state: beam - state: beam
shader: unshaded shader: unshaded
visible: false visible: false
map: ["enum.EmitterVisualLayers.Lights"]
- state: lock - state: lock
shader: unshaded shader: unshaded
visible: false visible: false
map: ["enum.StorageVisualLayers.Lock"]
- type: Emitter - type: Emitter
- type: Gun - type: Gun
fireRate: 10 #just has to be fast enough to keep up with upgrades fireRate: 10 #just has to be fast enough to keep up with upgrades
@@ -72,8 +74,6 @@
- type: Pullable - type: Pullable
- type: Rotatable - type: Rotatable
- type: Appearance - type: Appearance
visuals:
- type: EmitterVisualizer
- type: Lock - type: Lock
locked: false locked: false
- type: AccessReader - type: AccessReader