Remove IRadiationAct (#7757)
* Move radiation collector to ECS * Damagable system * Remove IRadiationAct * Add small helper field * Update Content.Server/Radiation/Systems/RadiationSystem.cs Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> * Delete comment * Fixed total rads Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
This commit is contained in:
@@ -1,5 +1,6 @@
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Radiation.Systems;
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using Content.Shared.Radiation;
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using Content.Shared.Sound;
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using JetBrains.Annotations;
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@@ -12,8 +13,7 @@ namespace Content.Server.Radiation
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[UsedImplicitly]
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public sealed class RadiationPulseSystem : EntitySystem
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly RadiationSystem _radiation = default!;
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private const float RadiationCooldown = 1.0f;
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private float _accumulator;
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@@ -36,18 +36,8 @@ namespace Content.Server.Radiation
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if (Deleted(ent)) continue;
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foreach (var entity in _lookup.GetEntitiesInRange(_entMan.GetComponent<TransformComponent>(ent).Coordinates, comp.Range))
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{
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// For now at least still need this because it uses a list internally then returns and this may be deleted before we get to it.
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if ((!_entMan.EntityExists(entity) ? EntityLifeStage.Deleted : _entMan.GetComponent<MetaDataComponent>(entity).EntityLifeStage) >= EntityLifeStage.Deleted) continue;
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// Note: Radiation is liable for a refactor (stinky Sloth coding a basic version when he did StationEvents)
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// so this ToArray doesn't really matter.
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foreach (var radiation in _entMan.GetComponents<IRadiationAct>(entity).ToArray())
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{
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radiation.RadiationAct(RadiationCooldown, comp);
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}
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}
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var cords = Transform(ent).MapPosition;
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_radiation.IrradiateRange(cords, comp.Range, comp.RadsPerSecond, RadiationCooldown);
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}
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}
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}
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27
Content.Server/Radiation/Systems/RadiationSystem.cs
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27
Content.Server/Radiation/Systems/RadiationSystem.cs
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@@ -0,0 +1,27 @@
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using Content.Shared.Radiation.Events;
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using Robust.Shared.Map;
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namespace Content.Server.Radiation.Systems;
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public sealed class RadiationSystem : EntitySystem
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{
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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public void IrradiateRange(MapCoordinates coordinates, float range, float radsPerSecond, float time)
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{
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var lookUp = _lookup.GetEntitiesInRange(coordinates, range);
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foreach (var uid in lookUp)
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{
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if (Deleted(uid))
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continue;
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IrradiateEntity(uid, radsPerSecond, time);
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}
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}
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public void IrradiateEntity(EntityUid uid, float radsPerSecond, float time)
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{
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var msg = new OnIrradiatedEvent(time, radsPerSecond);
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RaiseLocalEvent(uid, msg);
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}
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}
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@@ -1,52 +1,37 @@
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using Content.Server.Power.Components;
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using Content.Shared.Radiation;
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using Content.Shared.Singularity.Components;
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using Content.Server.Singularity.EntitySystems;
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namespace Content.Server.Singularity.Components
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{
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/// <summary>
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/// Generates electricity from radiation.
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/// </summary>
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[RegisterComponent]
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public sealed class RadiationCollectorComponent : Component, IRadiationAct
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[Friend(typeof(RadiationCollectorSystem))]
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public sealed class RadiationCollectorComponent : Component
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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public bool Enabled;
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public TimeSpan CoolDownEnd;
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[ViewVariables(VVAccess.ReadWrite)]
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public bool Collecting {
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get => Enabled;
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set
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{
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if (Enabled == value) return;
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Enabled = value;
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SetAppearance(Enabled ? RadiationCollectorVisualState.Activating : RadiationCollectorVisualState.Deactivating);
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}
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}
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/// <summary>
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/// How much joules will collector generate for each rad.
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/// </summary>
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[DataField("chargeModifier")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float ChargeModifier = 30000f;
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void IRadiationAct.RadiationAct(float frameTime, SharedRadiationPulseComponent radiation)
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{
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if (!Enabled) return;
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/// <summary>
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/// Cooldown time between users interaction.
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/// </summary>
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[DataField("cooldown")]
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan Cooldown = TimeSpan.FromSeconds(0.81f);
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// No idea if this is even vaguely accurate to the previous logic.
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// The maths is copied from that logic even though it works differently.
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// But the previous logic would also make the radiation collectors never ever stop providing energy.
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// And since frameTime was used there, I'm assuming that this is what the intent was.
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// This still won't stop things being potentially hilarously unbalanced though.
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if (_entMan.TryGetComponent<BatteryComponent>(Owner, out var batteryComponent))
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{
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batteryComponent.CurrentCharge += frameTime * radiation.RadsPerSecond * ChargeModifier;
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}
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}
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/// <summary>
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/// Was machine activated by user?
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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public bool Enabled;
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public void SetAppearance(RadiationCollectorVisualState state)
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{
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if (IoCManager.Resolve<IEntityManager>().TryGetComponent<AppearanceComponent?>(Owner, out var appearance))
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{
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appearance.SetData(RadiationCollectorVisuals.VisualState, state);
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}
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}
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/// <summary>
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/// Timestamp when machine can be deactivated again.
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/// </summary>
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public TimeSpan CoolDownEnd;
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}
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}
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@@ -2,6 +2,8 @@ using Content.Server.Singularity.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Singularity.Components;
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using Content.Server.Popups;
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using Content.Server.Power.Components;
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using Content.Shared.Radiation.Events;
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using Robust.Shared.Timing;
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using Robust.Shared.Player;
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@@ -15,6 +17,7 @@ namespace Content.Server.Singularity.EntitySystems
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{
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base.Initialize();
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SubscribeLocalEvent<RadiationCollectorComponent, InteractHandEvent>(OnInteractHand);
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SubscribeLocalEvent<RadiationCollectorComponent, OnIrradiatedEvent>(OnRadiation);
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}
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private void OnInteractHand(EntityUid uid, RadiationCollectorComponent component, InteractHandEvent args)
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@@ -24,18 +27,58 @@ namespace Content.Server.Singularity.EntitySystems
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if(curTime < component.CoolDownEnd)
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return;
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if (!component.Enabled)
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ToggleCollector(uid, args.User, component);
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component.CoolDownEnd = curTime + component.Cooldown;
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}
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private void OnRadiation(EntityUid uid, RadiationCollectorComponent component, OnIrradiatedEvent args)
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{
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if (!component.Enabled) return;
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// No idea if this is even vaguely accurate to the previous logic.
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// The maths is copied from that logic even though it works differently.
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// But the previous logic would also make the radiation collectors never ever stop providing energy.
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// And since frameTime was used there, I'm assuming that this is what the intent was.
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// This still won't stop things being potentially hilariously unbalanced though.
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if (TryComp<BatteryComponent>(uid, out var batteryComponent))
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{
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_popupSystem.PopupEntity(Loc.GetString("radiation-collector-component-use-on"), uid, Filter.Pvs(args.User));
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component.Collecting = true;
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var charge = args.TotalRads * component.ChargeModifier;
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batteryComponent.CurrentCharge += charge;
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}
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else
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}
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public void ToggleCollector(EntityUid uid, EntityUid? user = null, RadiationCollectorComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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SetCollectorEnabled(uid, !component.Enabled, user, component);
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}
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public void SetCollectorEnabled(EntityUid uid, bool enabled, EntityUid? user = null, RadiationCollectorComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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component.Enabled = enabled;
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// Show message to the player
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if (user != null)
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{
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_popupSystem.PopupEntity(Loc.GetString("radiation-collector-component-use-off"), uid, Filter.Pvs(args.User));
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component.Collecting = false;
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var msg = component.Enabled ? "radiation-collector-component-use-on" : "radiation-collector-component-use-off";
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_popupSystem.PopupEntity(Loc.GetString(msg), uid, Filter.Pvs(user.Value));
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}
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component.CoolDownEnd = curTime + TimeSpan.FromSeconds(0.81f);
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// Update appearance
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UpdateAppearance(uid, component);
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}
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private void UpdateAppearance(EntityUid uid, RadiationCollectorComponent? component, AppearanceComponent? appearance = null)
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{
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if (!Resolve(uid, ref component, ref appearance))
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return;
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var state = component.Enabled ? RadiationCollectorVisualState.Active : RadiationCollectorVisualState.Deactive;
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appearance.SetData(RadiationCollectorVisuals.VisualState, state);
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}
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}
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}
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@@ -32,7 +32,7 @@ namespace Content.Server.Singularity
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}
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foreach (var comp in entityManager.EntityQuery<RadiationCollectorComponent>())
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{
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comp.Collecting = true;
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EntitySystem.Get<RadiationCollectorSystem>().SetCollectorEnabled(comp.Owner, true, null, comp);
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}
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foreach (var comp in entityManager.EntityQuery<ParticleAcceleratorControlBoxComponent>())
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{
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@@ -1,17 +1,9 @@
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using System;
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using System.Collections.Generic;
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using Content.Shared.Acts;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.FixedPoint;
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using Content.Shared.Radiation;
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.List;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Damage
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{
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@@ -25,7 +17,7 @@ namespace Content.Shared.Damage
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[RegisterComponent]
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[NetworkedComponent()]
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[Friend(typeof(DamageableSystem))]
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public sealed class DamageableComponent : Component, IRadiationAct
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public sealed class DamageableComponent : Component
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{
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/// <summary>
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/// This <see cref="DamageContainerPrototype"/> specifies what damage types are supported by this component.
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@@ -77,21 +69,6 @@ namespace Content.Shared.Damage
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[ViewVariables]
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[DataField("explosionDamageTypes", customTypeSerializer: typeof(PrototypeIdListSerializer<DamageTypePrototype>))]
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public List<string> ExplosionDamageTypeIDs = new() { "Piercing", "Heat" };
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// TODO RADIATION Remove this.
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void IRadiationAct.RadiationAct(float frameTime, SharedRadiationPulseComponent radiation)
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{
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var damageValue = FixedPoint2.New(MathF.Max((frameTime * radiation.RadsPerSecond), 1));
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// Radiation should really just be a damage group instead of a list of types.
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DamageSpecifier damage = new();
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foreach (var typeID in RadiationDamageTypeIDs)
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{
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damage.DamageDict.Add(typeID, damageValue);
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}
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EntitySystem.Get<DamageableSystem>().TryChangeDamage(Owner, damage);
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}
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}
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[Serializable, NetSerializable]
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@@ -2,6 +2,7 @@ using System.Linq;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.FixedPoint;
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using Content.Shared.Inventory;
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using Content.Shared.Radiation.Events;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.IoC;
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@@ -19,6 +20,7 @@ namespace Content.Shared.Damage
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SubscribeLocalEvent<DamageableComponent, ComponentInit>(DamageableInit);
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SubscribeLocalEvent<DamageableComponent, ComponentHandleState>(DamageableHandleState);
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SubscribeLocalEvent<DamageableComponent, ComponentGetState>(DamageableGetState);
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SubscribeLocalEvent<DamageableComponent, OnIrradiatedEvent>(OnIrradiated);
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}
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/// <summary>
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@@ -201,6 +203,20 @@ namespace Content.Shared.Damage
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args.State = new DamageableComponentState(component.Damage.DamageDict, component.DamageModifierSetId);
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}
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private void OnIrradiated(EntityUid uid, DamageableComponent component, OnIrradiatedEvent args)
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{
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var damageValue = FixedPoint2.New(args.TotalRads);
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// Radiation should really just be a damage group instead of a list of types.
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DamageSpecifier damage = new();
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foreach (var typeId in component.RadiationDamageTypeIDs)
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{
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damage.DamageDict.Add(typeId, damageValue);
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}
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TryChangeDamage(uid, damage);
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}
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private void DamageableHandleState(EntityUid uid, DamageableComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not DamageableComponentState state)
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20
Content.Shared/Radiation/Events/OnIrradiatedEvent.cs
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20
Content.Shared/Radiation/Events/OnIrradiatedEvent.cs
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@@ -0,0 +1,20 @@
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namespace Content.Shared.Radiation.Events;
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/// <summary>
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/// Raised on entity when it was irradiated
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/// by some radiation source.
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/// </summary>
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public sealed class OnIrradiatedEvent : EntityEventArgs
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{
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public readonly float FrameTime;
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public readonly float RadsPerSecond;
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public float TotalRads => RadsPerSecond * FrameTime;
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public OnIrradiatedEvent(float frameTime, float radsPerSecond)
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{
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FrameTime = frameTime;
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RadsPerSecond = radsPerSecond;
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}
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}
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@@ -1,11 +0,0 @@
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using Robust.Shared.Analyzers;
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using Robust.Shared.GameObjects;
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namespace Content.Shared.Radiation
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{
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[RequiresExplicitImplementation]
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public interface IRadiationAct : IComponent
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{
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void RadiationAct(float frameTime, SharedRadiationPulseComponent radiation);
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}
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}
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Reference in New Issue
Block a user