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>
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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.Linq;
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using Content.Server.GameObjects.Components.StationEvents;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.EntitySystemMessages;
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using Content.Shared.Physics;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Components.Map;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Map;
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using Robust.Shared.Interfaces.Random;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Timers;
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namespace Content.Server.GameObjects.Components.Singularity
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{
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[RegisterComponent]
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public class SingularityComponent : Component, ICollideBehavior
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{
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[Dependency] private IEntityManager _entityManager = null!;
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[Dependency] private IMapManager _mapManager = null!;
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[Dependency] private IRobustRandom _random = null!;
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public override uint? NetID => ContentNetIDs.SINGULARITY;
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public override string Name => "Singularity";
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public int Energy
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{
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get => _energy;
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set
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{
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if (value == _energy) return;
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_energy = value;
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if (_energy <= 0)
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{
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if(_singularityController != null) _singularityController.LinearVelocity = Vector2.Zero;
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_spriteComponent?.LayerSetVisible(0, false);
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Owner.Delete();
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return;
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}
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Level = _energy switch
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{
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var n when n >= 1500 => 6,
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var n when n >= 1000 => 5,
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var n when n >= 600 => 4,
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var n when n >= 300 => 3,
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var n when n >= 200 => 2,
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var n when n < 200 => 1,
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_ => 1
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};
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}
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}
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private int _energy = 180;
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public int Level
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{
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get => _level;
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set
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{
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if (value == _level) return;
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if (value < 0) value = 0;
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if (value > 6) value = 6;
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_level = value;
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if(_radiationPulseComponent != null) _radiationPulseComponent.RadsPerSecond = 10 * value;
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_spriteComponent?.LayerSetRSI(0, "Effects/Singularity/singularity_" + _level + ".rsi");
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_spriteComponent?.LayerSetState(0, "singularity_" + _level);
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if(_collidableComponent != null && _collidableComponent.PhysicsShapes.Any() && _collidableComponent.PhysicsShapes[0] is PhysShapeCircle circle)
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{
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circle.Radius = _level - 0.5f;
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}
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}
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}
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private int _level;
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public int EnergyDrain =>
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Level switch
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{
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6 => 20,
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5 => 15,
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4 => 10,
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3 => 5,
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2 => 2,
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1 => 1,
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_ => 0
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};
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private SingularityController? _singularityController;
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private PhysicsComponent? _collidableComponent;
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private SpriteComponent? _spriteComponent;
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private RadiationPulseComponent? _radiationPulseComponent;
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private AudioSystem _audioSystem = null!;
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private AudioSystem.AudioSourceServer? _playingSound;
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public override void Initialize()
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{
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base.Initialize();
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_audioSystem = EntitySystem.Get<AudioSystem>();
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var audioParams = AudioParams.Default;
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audioParams.Loop = true;
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audioParams.MaxDistance = 20f;
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audioParams.Volume = 5;
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_audioSystem.PlayFromEntity("/Audio/Effects/singularity_form.ogg", Owner);
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Timer.Spawn(5200,() => _playingSound = _audioSystem.PlayFromEntity("/Audio/Effects/singularity.ogg", Owner, audioParams));
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if (!Owner.TryGetComponent(out _collidableComponent))
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{
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Logger.Error("SingularityComponent was spawned without CollidableComponent");
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}
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else
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{
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_collidableComponent.Hard = false;
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}
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if (!Owner.TryGetComponent(out _spriteComponent))
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{
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Logger.Error("SingularityComponent was spawned without SpriteComponent");
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}
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_singularityController = _collidableComponent?.EnsureController<SingularityController>();
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if(_singularityController!=null)_singularityController.ControlledComponent = _collidableComponent;
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if (!Owner.TryGetComponent(out _radiationPulseComponent))
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{
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Logger.Error("SingularityComponent was spawned without RadiationPulseComponent");
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}
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Level = 1;
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}
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public void Update()
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{
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Energy -= EnergyDrain;
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if(Level == 1) return;
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//pushing
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var pushVector = new Vector2((_random.Next(-10, 10)), _random.Next(-10, 10));
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while (pushVector.X == 0 && pushVector.Y == 0)
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{
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pushVector = new Vector2((_random.Next(-10, 10)), _random.Next(-10, 10));
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}
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_singularityController?.Push(pushVector.Normalized, 2);
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}
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List<IEntity> _previousPulledEntites = new List<IEntity>();
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public void PullUpdate()
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{
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foreach (var previousPulledEntity in _previousPulledEntites)
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{
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if(previousPulledEntity.Deleted) continue;
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if (!previousPulledEntity.TryGetComponent<PhysicsComponent>(out var collidableComponent)) continue;
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var controller = collidableComponent.EnsureController<SingularityPullController>();
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controller.StopPull();
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}
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_previousPulledEntites.Clear();
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var entitiesToPull = _entityManager.GetEntitiesInRange(Owner.Transform.Coordinates, Level * 10);
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foreach (var entity in entitiesToPull)
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{
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if (!entity.TryGetComponent<PhysicsComponent>(out var collidableComponent)) continue;
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var controller = collidableComponent.EnsureController<SingularityPullController>();
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if(Owner.Transform.Coordinates.EntityId != entity.Transform.Coordinates.EntityId) continue;
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var vec = (Owner.Transform.Coordinates - entity.Transform.Coordinates).Position;
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if (vec == Vector2.Zero) continue;
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var speed = 10 / vec.Length * Level;
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controller.Pull(vec.Normalized, speed);
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_previousPulledEntites.Add(entity);
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}
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}
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void ICollideBehavior.CollideWith(IEntity entity)
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{
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if (_collidableComponent == null) return; //how did it even collide then? :D
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if (entity.TryGetComponent<IMapGridComponent>(out var mapGridComponent))
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{
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foreach (var tile in mapGridComponent.Grid.GetTilesIntersecting(((IPhysBody) _collidableComponent).WorldAABB))
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{
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mapGridComponent.Grid.SetTile(tile.GridIndices, Tile.Empty);
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Energy++;
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}
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return;
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}
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if (entity.HasComponent<ContainmentFieldComponent>() || (entity.TryGetComponent<ContainmentFieldGeneratorComponent>(out var component) && component.CanRepell(Owner)))
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{
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return;
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}
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if (ContainerHelpers.IsInContainer(entity)) return;
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entity.Delete();
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Energy++;
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}
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public override void OnRemove()
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{
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_playingSound?.Stop();
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_audioSystem.PlayAtCoords("/Audio/Effects/singularity_collapse.ogg", Owner.Transform.Coordinates);
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base.OnRemove();
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}
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}
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}
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