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:
Paul Ritter
2020-10-28 19:19:47 +01:00
committed by GitHub
parent 74fe2609f5
commit 6a0aa9b72f
171 changed files with 4357 additions and 42 deletions

View File

@@ -0,0 +1,145 @@
using System;
using System.Collections.Generic;
using System.Threading;
using Content.Shared.Physics;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Timer = Robust.Shared.Timers.Timer;
namespace Content.Server.GameObjects.Components.Singularity
{
public class ContainmentFieldConnection : IDisposable
{
public readonly ContainmentFieldGeneratorComponent Generator1;
public readonly ContainmentFieldGeneratorComponent Generator2;
private List<IEntity> _fields = new List<IEntity>();
private int _sharedEnergyPool;
private CancellationTokenSource _powerDecreaseCancellationTokenSource = new CancellationTokenSource();
public int SharedEnergyPool
{
get => _sharedEnergyPool;
set
{
_sharedEnergyPool = Math.Clamp(value, 0, 10);
if (_sharedEnergyPool == 0)
{
Dispose();
}
}
}
public ContainmentFieldConnection(ContainmentFieldGeneratorComponent generator1, ContainmentFieldGeneratorComponent generator2)
{
Generator1 = generator1;
Generator2 = generator2;
//generateFields
var pos1 = generator1.Owner.Transform.Coordinates;
var pos2 = generator2.Owner.Transform.Coordinates;
if (pos1 == pos2)
{
Dispose();
return;
}
var entityManager = IoCManager.Resolve<IEntityManager>();
var delta = (pos2 - pos1).Position;
var dirVec = delta.Normalized;
var stopDist = delta.Length;
var currentOffset = dirVec;
while (currentOffset.Length < stopDist)
{
var currentCoords = pos1.Offset(currentOffset);
var newEnt = entityManager.SpawnEntity("ContainmentField", currentCoords);
if (!newEnt.TryGetComponent<ContainmentFieldComponent>(out var containmentFieldComponent))
{
Logger.Error("While creating Fields in ContainmentFieldConnection, a ContainmentField without a ContainmentFieldComponent was created. Deleting newly spawned ContainmentField...");
newEnt.Delete();
continue;
}
containmentFieldComponent.Parent = this;
newEnt.Transform.WorldRotation = dirVec.ToAngle();
_fields.Add(newEnt);
currentOffset += dirVec;
}
Timer.SpawnRepeating(1000, () => { SharedEnergyPool--;}, _powerDecreaseCancellationTokenSource.Token);
}
public bool CanRepell(IEntity toRepell)
{
var powerNeeded = 1;
if (toRepell.TryGetComponent<SingularityComponent>(out var singularityComponent))
{
powerNeeded += 2*singularityComponent.Level;
}
return _sharedEnergyPool > powerNeeded;
}
/// <summary>
/// Tries to repell a Entity. This deletes the connection if the repelling fails!
/// </summary>
/// <param name="repellFrom">Entity to repell from. Should be a field, otherwise return will be false.</param>
/// <param name="toRepell">Entity to repell.</param>
public void TryRepell(IEntity repellFrom, IEntity toRepell)
{
if (!_fields.Contains(repellFrom) || !toRepell.TryGetComponent<IPhysicsComponent>(out var collidableComponent)) return;
var speed = 5;
var containmentFieldRepellController = collidableComponent.EnsureController<ContainmentFieldRepellController>();
if (!CanRepell(toRepell))
{
Dispose();
return;
}
if (Math.Abs(repellFrom.Transform.WorldRotation.Degrees + 90f) < 0.1f ||
Math.Abs(repellFrom.Transform.WorldRotation.Degrees - 90f) < 0.1f)
{
if (repellFrom.Transform.WorldPosition.X.CompareTo(toRepell.Transform.WorldPosition.X) > 0)
{
containmentFieldRepellController.Repell(Direction.West, speed);
}
else
{
containmentFieldRepellController.Repell(Direction.East, speed);
}
}
else
{
if (repellFrom.Transform.WorldPosition.Y.CompareTo(toRepell.Transform.WorldPosition.Y) > 0)
{
containmentFieldRepellController.Repell(Direction.South, speed);
}
else
{
containmentFieldRepellController.Repell(Direction.North, speed);
}
}
return;
}
public void Dispose()
{
_powerDecreaseCancellationTokenSource.Cancel();
foreach (var field in _fields)
{
field.Delete();
}
_fields.Clear();
Generator1.RemoveConnection(this);
Generator2.RemoveConnection(this);
}
}
}