Singularity, Particle Accelerator & Radiation Collectors (#2169)
* basic radiation generator * might need this * thonk * big thonk * oop * e * werks * sprite * oopsy woopsy * radiation * clean up file * makes it work, probably * minor fixes * resources * progress on component * this will no longer be necessary * radiation go brrrr * finally fix container issues * out var Co-authored-by: Remie Richards <remierichards@gmail.com> * second out fix * another out fix Co-authored-by: Remie Richards <remierichards@gmail.com> * switch case * fix switch * sound and improvements * nullable * basic containment field system * ensure alignment * fix beam placement logic * field generation fully working * fix potential crash * working containment functionality * extremely basic emitter functionality * fix radiation panel naming * emitter stuff * oopsies * fixes * some fixes * cleanup * small fix and move emitter file * add sprite resources for PA * slight rework of the singulo adds rads * pushing for smugleaf :) * added radiationpanels * some fixes for the singulo * containmentfield * pa wip * progress * pa working * emitter fix * works :) * ui works * some work on ui & pa * progress * ui work & misc fixes * GREYSCALE * pa ui polish containmentfieldgen rework * singulo rework added snapgrid * getcomponent get out * singulo rework added collisiongroups underplating & passable * yaml work: - collision boxes - singulo now unshaded * no unlit * misc changes * pa wires * add usability check * nullable enable * minor fix * power need added * reenables containment field energy drain menu close button singularity collider fix * sprite replacement * finished singulo pulling * pjb fixes * fixing sprites & minor adjustments * decrease containmentfield power * some yml adjustments * unlit layers singulogenerator * singulogen * everything works just not the powergetting on the pa i wanna die * Adds PA construction graphs, PA construction works * Snap to grid parts when completing construction * updated to newest master * inb4 i work on power * fixes upstream merge adds power need to particleaccelerator * properly implements power & apc power * Emitters are now fancy. * I have actually no idea how this happened. * Give PA a wiring LayoutId * PA is an acronym * indicators fixes hacking * Singulo is a word you blasphemous IDE. * Rewrite the PA. * Fancy names for PA parts. * Wiring fixes, strength wire cutting. * fixes projectile & ignores components * nullability errors * fixes integration tests Co-authored-by: unusualcrow <unusualcrow@protonmail.com> Co-authored-by: L.E.D <10257081+unusualcrow@users.noreply.github.com> Co-authored-by: Remie Richards <remierichards@gmail.com> Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
This commit is contained in:
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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Diagnostics.CodeAnalysis;
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using System.Threading;
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using Content.Server.GameObjects.Components.Power.ApcNetComponents;
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using Content.Server.GameObjects.Components.Power.PowerNetComponents;
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using Content.Server.GameObjects.Components.VendingMachines;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.Components.UserInterface;
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using Robust.Server.Interfaces.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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using static Content.Shared.GameObjects.Components.SharedWiresComponent;
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using Timer = Robust.Shared.Timers.Timer;
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namespace Content.Server.GameObjects.Components.PA
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{
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// This component is in control of the PA's logic because it's the one to contain the wires for hacking.
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// And also it's the only PA component that meaningfully needs to work on its own.
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/// <summary>
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/// Is the computer thing people interact with to control the PA.
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/// Also contains primary logic for actual PA behavior, part scanning, etc...
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/// </summary>
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[ComponentReference(typeof(IActivate))]
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[RegisterComponent]
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public class ParticleAcceleratorControlBoxComponent : ParticleAcceleratorPartComponent, IActivate, IWires
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{
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public override string Name => "ParticleAcceleratorControlBox";
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[ViewVariables]
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private BoundUserInterface? UserInterface => Owner.GetUIOrNull(ParticleAcceleratorControlBoxUiKey.Key);
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/// <summary>
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/// Power receiver for the control console itself.
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/// </summary>
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[ViewVariables] private PowerReceiverComponent? _powerReceiverComponent;
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[ViewVariables] private ParticleAcceleratorFuelChamberComponent? _partFuelChamber;
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[ViewVariables] private ParticleAcceleratorEndCapComponent? _partEndCap;
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[ViewVariables] private ParticleAcceleratorPowerBoxComponent? _partPowerBox;
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[ViewVariables] private ParticleAcceleratorEmitterComponent? _partEmitterLeft;
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[ViewVariables] private ParticleAcceleratorEmitterComponent? _partEmitterCenter;
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[ViewVariables] private ParticleAcceleratorEmitterComponent? _partEmitterRight;
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[ViewVariables] private ParticleAcceleratorPowerState _selectedStrength = ParticleAcceleratorPowerState.Standby;
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[ViewVariables] private bool _isAssembled;
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// Enabled: power switch is on
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[ViewVariables] private bool _isEnabled;
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// Powered: power switch is on AND the PA is actively firing (if not on standby)
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[ViewVariables] private bool _isPowered;
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[ViewVariables] private bool _wireInterfaceBlocked;
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[ViewVariables] private bool _wirePowerBlocked;
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[ViewVariables] private bool _wireLimiterCut;
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[ViewVariables] private bool _wireStrengthCut;
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[ViewVariables] private CancellationTokenSource? _fireCancelTokenSrc;
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/// <summary>
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/// Delay between consecutive PA shots.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)] private TimeSpan _firingDelay;
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[ViewVariables(VVAccess.ReadWrite)] private int _powerDrawBase;
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[ViewVariables(VVAccess.ReadWrite)] private int _powerDrawMult;
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[ViewVariables] private bool ConsolePowered => _powerReceiverComponent?.Powered ?? true;
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public ParticleAcceleratorControlBoxComponent()
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{
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Master = this;
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}
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private ParticleAcceleratorPowerState MaxPower => _wireLimiterCut
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? ParticleAcceleratorPowerState.Level3
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: ParticleAcceleratorPowerState.Level2;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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// Fun fact:
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// On /vg/station (can't check TG because lol they removed singulo),
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// the PA emitter parts have var/fire_delay = 50.
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// For anybody from the future not BYOND-initiated, that's 5 seconds.
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// However, /obj/machinery/particle_accelerator/control_box/process(),
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// which calls emit_particle() on the emitters,
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// only gets called every *2* seconds, because of CarnMC timing.
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// So the *actual* effective firing delay of the PA is 6 seconds, not 5 as listed in the code.
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// So...
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// I have reflected that here to be authentic.
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serializer.DataField(ref _firingDelay, "fireDelay", TimeSpan.FromSeconds(6));
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serializer.DataField(ref _powerDrawBase, "powerDrawBase", 500);
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serializer.DataField(ref _powerDrawMult, "powerDrawMult", 1500);
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}
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public override void Initialize()
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{
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base.Initialize();
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if (UserInterface != null)
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{
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UserInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
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}
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if (!Owner.TryGetComponent(out _powerReceiverComponent))
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{
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Logger.Error("ParticleAcceleratorControlBox was created without PowerReceiverComponent");
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return;
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}
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_powerReceiverComponent.OnPowerStateChanged += OnPowerStateChanged;
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_powerReceiverComponent.Load = 250;
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}
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protected override void Startup()
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{
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base.Startup();
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UpdateWireStatus();
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}
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// This is the power state for the PA control box itself.
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// Keep in mind that the PA itself can keep firing as long as the HV cable under the power box has... power.
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private void OnPowerStateChanged(object? sender, PowerStateEventArgs e)
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{
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UpdateAppearance();
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if (!e.Powered)
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{
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UserInterface?.CloseAll();
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}
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}
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private void UserInterfaceOnOnReceiveMessage(ServerBoundUserInterfaceMessage obj)
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{
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if (!ConsolePowered)
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{
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return;
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}
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if (obj.Session.AttachedEntity == null ||
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!ActionBlockerSystem.CanInteract(obj.Session.AttachedEntity))
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{
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return;
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}
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if (_wireInterfaceBlocked)
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{
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return;
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}
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switch (obj.Message)
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{
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case ParticleAcceleratorSetEnableMessage enableMessage:
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if (enableMessage.Enabled)
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{
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SwitchOn();
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}
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else
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{
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SwitchOff();
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}
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break;
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case ParticleAcceleratorSetPowerStateMessage stateMessage:
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SetStrength(stateMessage.State);
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break;
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case ParticleAcceleratorRescanPartsMessage _:
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RescanParts();
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break;
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}
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UpdateUI();
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}
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public void UpdateUI()
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{
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var draw = 0;
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var receive = 0;
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if (_isEnabled)
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{
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draw = _partPowerBox!.PowerConsumerComponent!.DrawRate;
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receive = _partPowerBox!.PowerConsumerComponent!.ReceivedPower;
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}
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var state = new ParticleAcceleratorUIState(
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_isAssembled,
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_isEnabled,
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_selectedStrength,
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draw,
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receive,
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_partEmitterLeft != null,
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_partEmitterCenter != null,
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_partEmitterRight != null,
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_partPowerBox != null,
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_partFuelChamber != null,
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_partEndCap != null,
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_wireInterfaceBlocked,
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MaxPower,
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_wirePowerBlocked);
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UserInterface?.SetState(state);
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}
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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if (!eventArgs.User.TryGetComponent(out IActorComponent? actor))
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{
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return;
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}
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if (Owner.TryGetComponent<WiresComponent>(out var wires) && wires.IsPanelOpen)
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{
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wires.OpenInterface(actor.playerSession);
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}
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else
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{
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if (!ConsolePowered)
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{
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return;
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}
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UserInterface?.Toggle(actor.playerSession);
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UpdateUI();
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}
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}
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public override void OnRemove()
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{
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UserInterface?.CloseAll();
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base.OnRemove();
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}
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void IWires.RegisterWires(WiresComponent.WiresBuilder builder)
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{
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builder.CreateWire(ParticleAcceleratorControlBoxWires.Toggle);
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builder.CreateWire(ParticleAcceleratorControlBoxWires.Strength);
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builder.CreateWire(ParticleAcceleratorControlBoxWires.Interface);
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builder.CreateWire(ParticleAcceleratorControlBoxWires.Limiter);
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builder.CreateWire(ParticleAcceleratorControlBoxWires.Nothing);
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}
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public void WiresUpdate(WiresUpdateEventArgs args)
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{
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switch (args.Identifier)
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{
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case ParticleAcceleratorControlBoxWires.Toggle:
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if (args.Action == WiresAction.Pulse)
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{
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if (_isEnabled)
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{
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SwitchOff();
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}
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else
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{
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SwitchOn();
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}
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}
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else
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{
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_wirePowerBlocked = args.Action == WiresAction.Cut;
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if (_isEnabled)
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{
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SwitchOff();
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}
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}
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break;
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case ParticleAcceleratorControlBoxWires.Strength:
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if (args.Action == WiresAction.Pulse)
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{
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SetStrength(_selectedStrength + 1);
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}
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else
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{
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_wireStrengthCut = args.Action == WiresAction.Cut;
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}
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break;
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case ParticleAcceleratorControlBoxWires.Interface:
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if (args.Action == WiresAction.Pulse)
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{
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_wireInterfaceBlocked ^= true;
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}
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else
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{
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_wireInterfaceBlocked = args.Action == WiresAction.Cut;
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}
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break;
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case ParticleAcceleratorControlBoxWires.Limiter:
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if (args.Action == WiresAction.Pulse)
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{
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Owner.PopupMessageEveryone(Loc.GetString("The control box makes a whirring noise."));
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}
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else
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{
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_wireLimiterCut = args.Action == WiresAction.Cut;
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if (_selectedStrength == ParticleAcceleratorPowerState.Level3 && !_wireLimiterCut)
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{
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// Yes, it's a feature that mending this wire WON'T WORK if the strength wire is also cut.
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// Since that blocks SetStrength().
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SetStrength(ParticleAcceleratorPowerState.Level2);
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}
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}
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break;
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}
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UpdateUI();
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UpdateWireStatus();
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}
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private void UpdateWireStatus()
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{
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if (!Owner.TryGetComponent(out WiresComponent? wires))
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{
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return;
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}
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var powerBlock = _wirePowerBlocked;
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var keyboardLight = new StatusLightData(Color.Green,
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_wireInterfaceBlocked
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? StatusLightState.BlinkingFast
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: StatusLightState.On,
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"KEYB");
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var powerLight = new StatusLightData(
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Color.Yellow,
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powerBlock ? StatusLightState.Off : StatusLightState.On,
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"POWR");
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var limiterLight = new StatusLightData(
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_wireLimiterCut ? Color.Purple : Color.Teal,
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StatusLightState.On,
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"LIMT");
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var strengthLight = new StatusLightData(
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Color.Blue,
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_wireStrengthCut ? StatusLightState.BlinkingSlow : StatusLightState.On,
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"STRC");
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wires.SetStatus(ParticleAcceleratorWireStatus.Keyboard, keyboardLight);
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wires.SetStatus(ParticleAcceleratorWireStatus.Power, powerLight);
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wires.SetStatus(ParticleAcceleratorWireStatus.Limiter, limiterLight);
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wires.SetStatus(ParticleAcceleratorWireStatus.Strength, strengthLight);
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}
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public void RescanParts()
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{
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SwitchOff();
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foreach (var part in AllParts())
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{
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part.Master = null;
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}
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_isAssembled = false;
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_partFuelChamber = null;
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_partEndCap = null;
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_partPowerBox = null;
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_partEmitterLeft = null;
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_partEmitterCenter = null;
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_partEmitterRight = null;
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// Find fuel chamber first by scanning cardinals.
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if (SnapGrid != null)
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{
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foreach (var maybeFuel in SnapGrid.GetCardinalNeighborCells())
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{
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if (maybeFuel.Owner.TryGetComponent(out _partFuelChamber))
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{
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break;
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}
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}
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}
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if (_partFuelChamber == null)
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{
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UpdateUI();
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return;
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}
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// Align ourselves to match fuel chamber orientation.
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// This means that if you mess up the orientation of the control box it's not a big deal,
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// because the sprite is far from obvious about the orientation.
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Owner.Transform.LocalRotation = _partFuelChamber.Owner.Transform.LocalRotation;
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var offsetEndCap = RotateOffset((1, 1));
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var offsetPowerBox = RotateOffset((1, -1));
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var offsetEmitterLeft = RotateOffset((0, -2));
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var offsetEmitterCenter = RotateOffset((1, -2));
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var offsetEmitterRight = RotateOffset((2, -2));
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ScanPart(offsetEndCap, out _partEndCap);
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ScanPart(offsetPowerBox, out _partPowerBox);
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if (!ScanPart(offsetEmitterCenter, out _partEmitterCenter) ||
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_partEmitterCenter.Type != ParticleAcceleratorEmitterType.Center)
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{
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// if it's the wrong type we need to clear this to avoid shenanigans.
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_partEmitterCenter = null;
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}
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if (ScanPart(offsetEmitterLeft, out _partEmitterLeft) &&
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_partEmitterLeft.Type != ParticleAcceleratorEmitterType.Left)
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{
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_partEmitterLeft = null;
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}
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if (ScanPart(offsetEmitterRight, out _partEmitterRight) &&
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_partEmitterRight.Type != ParticleAcceleratorEmitterType.Right)
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{
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_partEmitterRight = null;
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}
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_isAssembled = _partFuelChamber != null &&
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_partPowerBox != null &&
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_partEmitterCenter != null &&
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_partEmitterLeft != null &&
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_partEmitterRight != null &&
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_partEndCap != null;
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foreach (var part in AllParts())
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{
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part.Master = this;
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}
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UpdateUI();
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Vector2i RotateOffset(in Vector2i vec)
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||||
{
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var rot = new Angle(Owner.Transform.LocalRotation + Math.PI / 2);
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||||
return (Vector2i) rot.RotateVec(vec);
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||||
}
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||||
}
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private bool ScanPart<T>(Vector2i offset, [NotNullWhen(true)] out T? part)
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where T : ParticleAcceleratorPartComponent
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{
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foreach (var ent in SnapGrid!.GetOffset(offset))
|
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{
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||||
if (ent.TryGetComponent(out part) && !part.Deleted)
|
||||
{
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return true;
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}
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||||
}
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||||
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part = default;
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return false;
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||||
}
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||||
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||||
private IEnumerable<ParticleAcceleratorPartComponent> AllParts()
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||||
{
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||||
if (_partFuelChamber != null)
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yield return _partFuelChamber;
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||||
if (_partEndCap != null)
|
||||
yield return _partEndCap;
|
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if (_partPowerBox != null)
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yield return _partPowerBox;
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if (_partEmitterLeft != null)
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yield return _partEmitterLeft;
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if (_partEmitterCenter != null)
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yield return _partEmitterCenter;
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||||
if (_partEmitterRight != null)
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yield return _partEmitterRight;
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}
|
||||
|
||||
private void SwitchOn()
|
||||
{
|
||||
DebugTools.Assert(_isAssembled);
|
||||
|
||||
if (_isEnabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_isEnabled = true;
|
||||
UpdatePowerDraw();
|
||||
// If we don't have power yet we'll turn on when we receive more power from the powernet.
|
||||
// if we do we'll just go and turn on right now.
|
||||
if (_partPowerBox!.PowerConsumerComponent!.ReceivedPower >= _partPowerBox.PowerConsumerComponent.DrawRate)
|
||||
{
|
||||
PowerOn();
|
||||
}
|
||||
|
||||
UpdateUI();
|
||||
}
|
||||
|
||||
private void UpdatePowerDraw()
|
||||
{
|
||||
_partPowerBox!.PowerConsumerComponent!.DrawRate = PowerDrawFor(_selectedStrength);
|
||||
}
|
||||
|
||||
private void SwitchOff()
|
||||
{
|
||||
_isEnabled = false;
|
||||
PowerOff();
|
||||
UpdateUI();
|
||||
}
|
||||
|
||||
private void PowerOn()
|
||||
{
|
||||
DebugTools.Assert(_isEnabled);
|
||||
DebugTools.Assert(_isAssembled);
|
||||
|
||||
if (_isPowered)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_isPowered = true;
|
||||
UpdateFiring();
|
||||
UpdatePartVisualStates();
|
||||
UpdateUI();
|
||||
}
|
||||
|
||||
private void PowerOff()
|
||||
{
|
||||
if (!_isPowered)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_isPowered = false;
|
||||
UpdateFiring();
|
||||
UpdateUI();
|
||||
UpdatePartVisualStates();
|
||||
}
|
||||
|
||||
private void SetStrength(ParticleAcceleratorPowerState state)
|
||||
{
|
||||
if (_wireStrengthCut)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
state = (ParticleAcceleratorPowerState) MathHelper.Clamp(
|
||||
(int) state,
|
||||
(int) ParticleAcceleratorPowerState.Standby,
|
||||
(int) MaxPower);
|
||||
|
||||
_selectedStrength = state;
|
||||
UpdateAppearance();
|
||||
UpdatePartVisualStates();
|
||||
|
||||
if (_isEnabled)
|
||||
{
|
||||
UpdatePowerDraw();
|
||||
UpdateFiring();
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateAppearance()
|
||||
{
|
||||
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
|
||||
{
|
||||
appearance.SetData(ParticleAcceleratorVisuals.VisualState,
|
||||
_powerReceiverComponent!.Powered
|
||||
? (ParticleAcceleratorVisualState) _selectedStrength
|
||||
: ParticleAcceleratorVisualState.Unpowered);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateFiring()
|
||||
{
|
||||
if (!_isPowered || _selectedStrength == ParticleAcceleratorPowerState.Standby)
|
||||
{
|
||||
StopFiring();
|
||||
}
|
||||
else
|
||||
{
|
||||
StartFiring();
|
||||
}
|
||||
}
|
||||
|
||||
private void StartFiring()
|
||||
{
|
||||
EverythingIsWellToFire();
|
||||
|
||||
_fireCancelTokenSrc?.Cancel();
|
||||
_fireCancelTokenSrc = new CancellationTokenSource();
|
||||
var cancelToken = _fireCancelTokenSrc.Token;
|
||||
Timer.SpawnRepeating(_firingDelay, Fire, cancelToken);
|
||||
}
|
||||
|
||||
private void Fire()
|
||||
{
|
||||
EverythingIsWellToFire();
|
||||
|
||||
_partEmitterCenter!.Fire(_selectedStrength);
|
||||
_partEmitterLeft!.Fire(_selectedStrength);
|
||||
_partEmitterRight!.Fire(_selectedStrength);
|
||||
}
|
||||
|
||||
[Conditional("DEBUG")]
|
||||
private void EverythingIsWellToFire()
|
||||
{
|
||||
DebugTools.Assert(!Deleted);
|
||||
DebugTools.Assert(_isPowered);
|
||||
DebugTools.Assert(_selectedStrength != ParticleAcceleratorPowerState.Standby);
|
||||
DebugTools.Assert(_isAssembled);
|
||||
DebugTools.Assert(_partEmitterCenter != null);
|
||||
DebugTools.Assert(_partEmitterLeft != null);
|
||||
DebugTools.Assert(_partEmitterRight != null);
|
||||
}
|
||||
|
||||
private void StopFiring()
|
||||
{
|
||||
_fireCancelTokenSrc?.Cancel();
|
||||
_fireCancelTokenSrc = null;
|
||||
}
|
||||
|
||||
private int PowerDrawFor(ParticleAcceleratorPowerState strength)
|
||||
{
|
||||
return strength switch
|
||||
{
|
||||
ParticleAcceleratorPowerState.Standby => 0,
|
||||
ParticleAcceleratorPowerState.Level0 => 1,
|
||||
ParticleAcceleratorPowerState.Level1 => 3,
|
||||
ParticleAcceleratorPowerState.Level2 => 4,
|
||||
ParticleAcceleratorPowerState.Level3 => 5,
|
||||
_ => 0
|
||||
} * _powerDrawMult + _powerDrawBase;
|
||||
}
|
||||
|
||||
public void PowerBoxReceivedChanged(object? sender, ReceivedPowerChangedEventArgs eventArgs)
|
||||
{
|
||||
DebugTools.Assert(_isAssembled);
|
||||
|
||||
if (!_isEnabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var isPowered = eventArgs.ReceivedPower >= eventArgs.DrawRate;
|
||||
if (isPowered)
|
||||
{
|
||||
PowerOn();
|
||||
}
|
||||
else
|
||||
{
|
||||
PowerOff();
|
||||
}
|
||||
|
||||
UpdateUI();
|
||||
}
|
||||
|
||||
private void UpdatePartVisualStates()
|
||||
{
|
||||
// UpdatePartVisualState(ControlBox);
|
||||
UpdatePartVisualState(_partFuelChamber);
|
||||
UpdatePartVisualState(_partPowerBox);
|
||||
UpdatePartVisualState(_partEmitterCenter);
|
||||
UpdatePartVisualState(_partEmitterLeft);
|
||||
UpdatePartVisualState(_partEmitterRight);
|
||||
//no endcap because it has no powerlevel-sprites
|
||||
}
|
||||
|
||||
private void UpdatePartVisualState(ParticleAcceleratorPartComponent? component)
|
||||
{
|
||||
if (component == null || !component.Owner.TryGetComponent<AppearanceComponent>(out var appearanceComponent))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var state = _isPowered
|
||||
? (ParticleAcceleratorVisualState) _selectedStrength
|
||||
: ParticleAcceleratorVisualState.Unpowered;
|
||||
appearanceComponent.SetData(ParticleAcceleratorVisuals.VisualState, state);
|
||||
}
|
||||
|
||||
public override void Rotated()
|
||||
{
|
||||
// We rotate OURSELVES when scanning for parts, so don't actually run rescan on rotate.
|
||||
// That would be silly.
|
||||
}
|
||||
|
||||
public enum ParticleAcceleratorControlBoxWires
|
||||
{
|
||||
/// <summary>
|
||||
/// Pulse toggles Power. Cut permanently turns off until Mend.
|
||||
/// </summary>
|
||||
Toggle,
|
||||
|
||||
/// <summary>
|
||||
/// Pulsing increases level until at limit.
|
||||
/// </summary>
|
||||
Strength,
|
||||
|
||||
/// <summary>
|
||||
/// Pulsing toggles Button-Disabled on UI. Cut disables, Mend enables.
|
||||
/// </summary>
|
||||
Interface,
|
||||
|
||||
/// <summary>
|
||||
/// Pulsing will produce short message about whirring noise. Cutting increases the max level to 3. Mending reduces it back to 2.
|
||||
/// </summary>
|
||||
Limiter,
|
||||
|
||||
/// <summary>
|
||||
/// Does Nothing
|
||||
/// </summary>
|
||||
Nothing
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user