Gravity Generators cannot be unanchored while active (#41256)
* Add unanchor attempt check * Combine shared component and server component - Combines SharedGravityGeneratorComponent and GravityGeneratorComponent - AutoNetworked the GravityActiveBool * Remove SharedGravityGeneratorComponent * Update to SharedGravityGeneratorComponent * Fix to be a complete sentence * Dirty GravityActive whenever changed * Rename component and remove view variables * Update referenced component name * Move unanchor attempt to shared system * Add client system * Revert popup to PopupEntity * Fix popup to be PopupClient * Set access restriction on GravityActive
This commit is contained in:
@@ -98,7 +98,6 @@ namespace Content.Client.Entry
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_componentFactory.IgnoreMissingComponents();
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// Do not add to these, they are legacy.
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_componentFactory.RegisterClass<SharedGravityGeneratorComponent>();
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_componentFactory.RegisterClass<SharedAmeControllerComponent>();
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// Do not add to the above, they are legacy
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8
Content.Client/Gravity/GravityGeneratorSystem.cs
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8
Content.Client/Gravity/GravityGeneratorSystem.cs
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@@ -0,0 +1,8 @@
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using Content.Shared.Gravity;
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namespace Content.Client.Gravity;
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public sealed class GravityGeneratorSystem : SharedGravityGeneratorSystem
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{
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}
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@@ -12,14 +12,14 @@ public sealed partial class GravitySystem : SharedGravitySystem
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SharedGravityGeneratorComponent, AppearanceChangeEvent>(OnAppearanceChange);
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SubscribeLocalEvent<GravityGeneratorComponent, AppearanceChangeEvent>(OnAppearanceChange);
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InitializeShake();
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}
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/// <summary>
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/// Ensures that the visible state of gravity generators are synced with their sprites.
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/// </summary>
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private void OnAppearanceChange(EntityUid uid, SharedGravityGeneratorComponent comp, ref AppearanceChangeEvent args)
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private void OnAppearanceChange(EntityUid uid, GravityGeneratorComponent comp, ref AppearanceChangeEvent args)
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{
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if (args.Sprite == null)
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return;
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@@ -1,4 +1,3 @@
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using Content.Server.Gravity;
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using Content.Server.Power.Components;
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using Content.Shared.Gravity;
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using Robust.Shared.GameObjects;
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@@ -1,20 +0,0 @@
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using Content.Shared.Gravity;
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using Content.Shared.Construction.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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namespace Content.Server.Gravity
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{
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[RegisterComponent]
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[Access(typeof(GravityGeneratorSystem))]
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public sealed partial class GravityGeneratorComponent : SharedGravityGeneratorComponent
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{
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[DataField("lightRadiusMin")] public float LightRadiusMin { get; set; }
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[DataField("lightRadiusMax")] public float LightRadiusMax { get; set; }
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/// <summary>
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/// Is the gravity generator currently "producing" gravity?
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/// </summary>
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[ViewVariables]
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public bool GravityActive { get; set; } = false;
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}
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}
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@@ -4,7 +4,7 @@ using Content.Shared.Gravity;
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namespace Content.Server.Gravity;
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public sealed class GravityGeneratorSystem : EntitySystem
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public sealed class GravityGeneratorSystem : SharedGravityGeneratorSystem
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{
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[Dependency] private readonly GravitySystem _gravitySystem = default!;
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[Dependency] private readonly SharedPointLightSystem _lights = default!;
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@@ -36,6 +36,7 @@ public sealed class GravityGeneratorSystem : EntitySystem
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private void OnActivated(Entity<GravityGeneratorComponent> ent, ref ChargedMachineActivatedEvent args)
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{
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ent.Comp.GravityActive = true;
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Dirty(ent, ent.Comp);
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var xform = Transform(ent);
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@@ -48,6 +49,7 @@ public sealed class GravityGeneratorSystem : EntitySystem
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private void OnDeactivated(Entity<GravityGeneratorComponent> ent, ref ChargedMachineDeactivatedEvent args)
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{
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ent.Comp.GravityActive = false;
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Dirty(ent, ent.Comp);
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var xform = Transform(ent);
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@@ -3,42 +3,45 @@ using Robust.Shared.GameStates;
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namespace Content.Shared.Gravity;
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[NetworkedComponent()]
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[Virtual]
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public partial class SharedGravityGeneratorComponent : Component
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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public sealed partial class GravityGeneratorComponent : Component
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{
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[DataField] public float LightRadiusMin { get; set; }
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[DataField] public float LightRadiusMax { get; set; }
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/// <summary>
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/// A map of the sprites used by the gravity generator given its status.
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/// </summary>
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[DataField("spriteMap")]
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[Access(typeof(SharedGravitySystem))]
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public Dictionary<PowerChargeStatus, string> SpriteMap = new();
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[DataField, Access(typeof(SharedGravitySystem))]
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public Dictionary<PowerChargeStatus, string> SpriteMap = [];
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/// <summary>
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/// The sprite used by the core of the gravity generator when the gravity generator is starting up.
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/// </summary>
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[DataField("coreStartupState")]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public string CoreStartupState = "startup";
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/// <summary>
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/// The sprite used by the core of the gravity generator when the gravity generator is idle.
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/// </summary>
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[DataField("coreIdleState")]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public string CoreIdleState = "idle";
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/// <summary>
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/// The sprite used by the core of the gravity generator when the gravity generator is activating.
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/// </summary>
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[DataField("coreActivatingState")]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public string CoreActivatingState = "activating";
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/// <summary>
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/// The sprite used by the core of the gravity generator when the gravity generator is active.
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/// </summary>
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[DataField("coreActivatedState")]
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField]
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public string CoreActivatedState = "activated";
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/// <summary>
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/// Is the gravity generator currently "producing" gravity?
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/// </summary>
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[DataField, AutoNetworkedField, Access(typeof(SharedGravityGeneratorSystem))]
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public bool GravityActive = false;
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}
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29
Content.Shared/Gravity/SharedGravityGeneratorSystem.cs
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29
Content.Shared/Gravity/SharedGravityGeneratorSystem.cs
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@@ -0,0 +1,29 @@
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using Content.Shared.Popups;
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using Content.Shared.Construction.Components;
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namespace Content.Shared.Gravity;
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public abstract class SharedGravityGeneratorSystem : EntitySystem
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{
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GravityGeneratorComponent, UnanchorAttemptEvent>(OnUnanchorAttempt);
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}
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/// <summary>
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/// Prevent unanchoring when gravity is active
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/// </summary>
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private void OnUnanchorAttempt(Entity<GravityGeneratorComponent> ent, ref UnanchorAttemptEvent args)
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{
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if (!ent.Comp.GravityActive)
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return;
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_popupSystem.PopupClient(Loc.GetString("gravity-generator-unanchoring-failed"), ent.Owner, args.User, PopupType.Medium);
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args.Cancel();
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}
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}
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@@ -1,2 +1,2 @@
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station-anchor-unanchoring-failed = Can't unanchor an active station anchor
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station-anchor-unanchoring-failed = Can't unanchor an active station anchor.
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station-anchor-window-title = Station Anchor
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@@ -1,11 +1,9 @@
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### Gravity Generator
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## UI
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gravity-generator-window-title = Gravity Generator
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## UI field names
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gravity-generator-window-status = Status:
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gravity-generator-window-power = Power:
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gravity-generator-window-eta = ETA:
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@@ -23,6 +21,8 @@ gravity-generator-window-power-off = Off
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gravity-generator-window-power-label = { $draw } / { $max } W
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## UI ETA label
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gravity-generator-window-eta-none = N/A
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gravity-generator-window-eta-value = { TOSTRING($left, "m\\:ss") }
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## Popup
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gravity-generator-unanchoring-failed = Can't unanchor an active gravity generator.
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