Remove IClientSingularityInstance, move visual effects to SingularityDistortionComponent (#4194)
* Remove IClientSingularityInstance * In and out 5 minute refactor * Component states for singularity distortion * Fix distortion states * Address reviews
This commit is contained in:
@@ -1,75 +1,11 @@
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using Content.Shared.Singularity.Components;
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using Content.Shared.Singularity.Components;
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using Robust.Shared.GameObjects;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.Singularity.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(IClientSingularityInstance))]
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class ClientSingularityComponent : SharedSingularityComponent, IClientSingularityInstance
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[ComponentReference(typeof(SharedSingularityComponent))]
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public class ClientSingularityComponent : SharedSingularityComponent
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{
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[ViewVariables]
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public int Level { get; set; }
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//I am lazy
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[ViewVariables]
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public float Intensity
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{
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get
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{
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switch (Level)
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{
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case 0:
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return 0.0f;
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case 1:
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return 2.7f;
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case 2:
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return 14.4f;
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case 3:
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return 47.2f;
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case 4:
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return 180.0f;
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case 5:
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return 600.0f;
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case 6:
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return 800.0f;
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}
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return -1.0f;
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}
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}
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[ViewVariables]
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public float Falloff
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{
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get
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{
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switch (Level)
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{
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case 0:
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return 9999f;
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case 1:
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return 6.4f;
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case 2:
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return 7.0f;
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case 3:
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return 8.0f;
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case 4:
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return 10.0f;
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case 5:
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return 12.0f;
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case 6:
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return 12.0f;
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}
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return -1.0f;
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}
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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if (curState is not SingularityComponentState state)
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{
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return;
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}
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Level = state.Level;
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}
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}
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}
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@@ -6,7 +6,7 @@ namespace Content.Client.Singularity.Components
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{
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public class ContainmentFieldComponent : Component
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{
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public override string Name => "Containment Field";
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public override string Name => "ContainmentField";
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private SpriteComponent? _spriteComponent;
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@@ -16,7 +16,7 @@ namespace Content.Client.Singularity.Components
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if (!Owner.TryGetComponent(out _spriteComponent))
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{
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Logger.Error("Containmentfieldcomponent created without spritecomponent");
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Logger.Error($"{nameof(ContainmentFieldComponent)} created without {nameof(SpriteComponent)}");
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}
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else
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{
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@@ -1,12 +0,0 @@
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namespace Content.Client.Singularity.Components
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{
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interface IClientSingularityInstance
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{
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public float Intensity { get; }
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public float Falloff { get; }
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}
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}
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@@ -1,17 +0,0 @@
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using Robust.Shared.GameObjects;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.Singularity.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(IClientSingularityInstance))]
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public class ToySingularityComponent : Component, IClientSingularityInstance
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{
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public override string Name => "ToySingularity";
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[ViewVariables(VVAccess.ReadWrite)]
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public float Falloff { get; set; } = 2.0f;
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[ViewVariables(VVAccess.ReadWrite)]
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public float Intensity { get; set; } = 0.25f;
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}
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}
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@@ -1,7 +1,7 @@
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#nullable enable
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using System.Collections.Generic;
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using System.Linq;
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using Content.Client.Singularity.Components;
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using Content.Shared.Singularity.Components;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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@@ -17,14 +17,14 @@ namespace Content.Client.Singularity
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[Dependency] private readonly IComponentManager _componentManager = default!;
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IClyde _displayManager = default!;
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private const float MaxDist = 15.0f;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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public override bool RequestScreenTexture => true;
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private readonly ShaderInstance _shader;
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Dictionary<EntityUid, SingularityShaderInstance> _singularities = new Dictionary<EntityUid, SingularityShaderInstance>();
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private readonly Dictionary<EntityUid, SingularityShaderInstance> _singularities = new();
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public SingularityOverlay()
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{
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@@ -34,7 +34,7 @@ namespace Content.Client.Singularity
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public override bool OverwriteTargetFrameBuffer()
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{
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return _singularities.Count() > 0;
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return _singularities.Count > 0;
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}
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protected override void Draw(in OverlayDrawArgs args)
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@@ -63,10 +63,7 @@ namespace Content.Client.Singularity
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}
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//Queries all singulos on the map and either adds or removes them from the list of rendered singulos based on whether they should be drawn (in range? on the same z-level/map? singulo entity still exists?)
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private float _maxDist = 15.0f;
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private void SingularityQuery(IEye? currentEye)
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{
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if (currentEye == null)
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@@ -74,24 +71,24 @@ namespace Content.Client.Singularity
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_singularities.Clear();
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return;
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}
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var currentEyeLoc = currentEye.Position;
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var currentMap = currentEye.Position.MapId;
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var singuloComponents = _componentManager.EntityQuery<IClientSingularityInstance>();
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foreach (var singuloInterface in singuloComponents) //Add all singulos that are not added yet but qualify
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var currentEyeLoc = currentEye.Position;
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var distortions = _componentManager.EntityQuery<SingularityDistortionComponent>();
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foreach (var distortion in distortions) //Add all singulos that are not added yet but qualify
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{
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var singuloComponent = (Component)singuloInterface;
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var singuloEntity = singuloComponent.Owner;
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var singuloEntity = distortion.Owner;
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if (!_singularities.Keys.Contains(singuloEntity.Uid) && SinguloQualifies(singuloEntity, currentEyeLoc))
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{
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_singularities.Add(singuloEntity.Uid, new SingularityShaderInstance(singuloEntity.Transform.MapPosition.Position, singuloInterface.Intensity, singuloInterface.Falloff));
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_singularities.Add(singuloEntity.Uid, new SingularityShaderInstance(singuloEntity.Transform.MapPosition.Position, distortion.Intensity, distortion.Falloff));
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}
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}
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var activeShaderUids = _singularities.Keys;
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foreach (var activeSinguloUid in activeShaderUids) //Remove all singulos that are added and no longer qualify
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var activeShaderIds = _singularities.Keys;
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foreach (var activeSinguloUid in activeShaderIds) //Remove all singulos that are added and no longer qualify
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{
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if (_entityManager.TryGetEntity(activeSinguloUid, out IEntity? singuloEntity))
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if (_entityManager.TryGetEntity(activeSinguloUid, out var singuloEntity))
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{
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if (!SinguloQualifies(singuloEntity, currentEyeLoc))
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{
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@@ -99,7 +96,7 @@ namespace Content.Client.Singularity
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}
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else
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{
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if (!singuloEntity.TryGetComponent<IClientSingularityInstance>(out var singuloInterface))
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if (!singuloEntity.TryGetComponent<SingularityDistortionComponent>(out var distortion))
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{
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_singularities.Remove(activeSinguloUid);
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}
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@@ -107,8 +104,8 @@ namespace Content.Client.Singularity
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{
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var shaderInstance = _singularities[activeSinguloUid];
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shaderInstance.CurrentMapCoords = singuloEntity.Transform.MapPosition.Position;
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shaderInstance.Intensity = singuloInterface.Intensity;
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shaderInstance.Falloff = singuloInterface.Falloff;
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shaderInstance.Intensity = distortion.Intensity;
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shaderInstance.Falloff = distortion.Falloff;
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}
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}
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@@ -123,7 +120,7 @@ namespace Content.Client.Singularity
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private bool SinguloQualifies(IEntity singuloEntity, MapCoordinates currentEyeLoc)
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{
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return singuloEntity.Transform.MapID == currentEyeLoc.MapId && singuloEntity.Transform.Coordinates.InRange(_entityManager, EntityCoordinates.FromMap(_entityManager, singuloEntity.Transform.ParentUid, currentEyeLoc), _maxDist);
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return singuloEntity.Transform.MapID == currentEyeLoc.MapId && singuloEntity.Transform.Coordinates.InRange(_entityManager, EntityCoordinates.FromMap(_entityManager, singuloEntity.Transform.ParentUid, currentEyeLoc), MaxDist);
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}
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private sealed class SingularityShaderInstance
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@@ -131,6 +128,7 @@ namespace Content.Client.Singularity
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public Vector2 CurrentMapCoords;
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public float Intensity;
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public float Falloff;
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public SingularityShaderInstance(Vector2 mapCoords, float intensity, float falloff)
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{
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CurrentMapCoords = mapCoords;
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8
Content.Client/Singularity/SingularitySystem.cs
Normal file
8
Content.Client/Singularity/SingularitySystem.cs
Normal file
@@ -0,0 +1,8 @@
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using Content.Shared.Singularity;
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namespace Content.Client.Singularity
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{
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public class SingularitySystem : SharedSingularitySystem
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{
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}
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}
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@@ -109,7 +109,7 @@ namespace Content.Server.Radiation
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return;
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if(_duration <= 0f)
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Owner.Delete();
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Owner.QueueDelete();
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_duration -= frameTime;
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}
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@@ -1,3 +1,4 @@
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using System.Linq;
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using Content.Shared.Radiation;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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@@ -53,7 +54,7 @@ namespace Content.Server.Radiation
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{
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if (entity.Deleted) continue;
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foreach (var radiation in entity.GetAllComponents<IRadiationAct>())
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foreach (var radiation in entity.GetAllComponents<IRadiationAct>().ToArray())
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{
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radiation.RadiationAct(frameTime, comp);
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}
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@@ -1,15 +1,10 @@
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#nullable enable
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using System.Linq;
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using Content.Server.Radiation;
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using Content.Shared.Singularity;
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using Content.Shared.Singularity.Components;
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using Robust.Server.GameObjects;
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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.Maths;
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using Robust.Shared.Physics.Collision;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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using Robust.Shared.Players;
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@@ -19,8 +14,11 @@ using Robust.Shared.ViewVariables;
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namespace Content.Server.Singularity.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedSingularityComponent))]
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public class ServerSingularityComponent : SharedSingularityComponent, IStartCollide
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{
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private SharedSingularitySystem _singularitySystem = default!;
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[ViewVariables(VVAccess.ReadWrite)]
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public int Energy
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{
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@@ -36,54 +34,20 @@ namespace Content.Server.Singularity.Components
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return;
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}
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Level = _energy switch
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var 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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>= 1500 => 6,
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>= 1000 => 5,
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>= 600 => 4,
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>= 300 => 3,
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>= 200 => 2,
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< 200 => 1
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};
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_singularitySystem.ChangeSingularityLevel(this, level);
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}
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}
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private int _energy = 180;
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[ViewVariables]
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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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if ((_level > 1) && (value <= 1))
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{
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// Prevents it getting stuck (see SingularityController.MoveSingulo)
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if (_collidableComponent != null) _collidableComponent.LinearVelocity = Vector2.Zero;
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}
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_level = value;
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if(_radiationPulseComponent != null) _radiationPulseComponent.RadsPerSecond = 10 * value;
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if (Owner.TryGetComponent(out AppearanceComponent? appearance))
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{
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appearance.SetData(SingularityVisuals.Level, _level);
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}
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if (_collidableComponent != null && _collidableComponent.Fixtures.Any() && _collidableComponent.Fixtures[0].Shape is PhysShapeCircle circle)
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{
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circle.Radius = _level - 0.5f;
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}
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Dirty();
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}
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}
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private int _level;
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[ViewVariables]
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public int EnergyDrain =>
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Level switch
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@@ -101,11 +65,8 @@ namespace Content.Server.Singularity.Components
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// See, two singularities queuing deletion of each other at the same time will annihilate.
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// This is undesirable behaviour, so this flag allows the imperatively first one processed to take priority.
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[ViewVariables(VVAccess.ReadWrite)]
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public bool BeingDeletedByAnotherSingularity { get; set; } = false;
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public bool BeingDeletedByAnotherSingularity { get; set; }
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private PhysicsComponent _collidableComponent = default!;
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private RadiationPulseComponent _radiationPulseComponent = default!;
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private SpriteComponent _spriteComponent = default!;
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private IPlayingAudioStream? _playingSound;
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public override ComponentState GetComponentState(ICommonSession player)
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@@ -117,9 +78,7 @@ namespace Content.Server.Singularity.Components
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{
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base.Initialize();
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Owner.EnsureComponent(out _radiationPulseComponent);
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Owner.EnsureComponent(out _collidableComponent);
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Owner.EnsureComponent(out _spriteComponent);
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_singularitySystem = EntitySystem.Get<SharedSingularitySystem>();
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var audioParams = AudioParams.Default;
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audioParams.Loop = true;
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@@ -128,7 +87,7 @@ namespace Content.Server.Singularity.Components
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SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Effects/singularity_form.ogg", Owner);
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Timer.Spawn(5200,() => _playingSound = SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Effects/singularity.ogg", Owner, audioParams));
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Level = 1;
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_singularitySystem.ChangeSingularityLevel(this, 1);
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}
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public void Update(int seconds)
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@@ -155,7 +114,8 @@ namespace Content.Server.Singularity.Components
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return;
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}
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if (otherEntity.HasComponent<ContainmentFieldComponent>() || (otherEntity.TryGetComponent<ContainmentFieldGeneratorComponent>(out var component) && component.CanRepell(Owner)))
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if (otherEntity.HasComponent<ContainmentFieldComponent>() ||
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(otherEntity.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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@@ -1,11 +1,11 @@
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using Content.Server.Singularity.Components;
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using Content.Shared.Singularity;
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using JetBrains.Annotations;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Singularity.EntitySystems
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{
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[UsedImplicitly]
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public class SingularitySystem : EntitySystem
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public class SingularitySystem : SharedSingularitySystem
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{
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private float _updateInterval = 1.0f;
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private float _accumulator;
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@@ -24,7 +24,6 @@ namespace Content.Server.Singularity.EntitySystems
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singularity.Update(1);
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}
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}
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}
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}
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}
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@@ -98,6 +98,7 @@ namespace Content.Shared.NetIDs
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public const uint SPAWN_AFTER_INTERACT = 1088;
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public const uint DISASSEMBLE_ON_ACTIVATE = 1089;
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public const uint LIGHT_REPLACER = 1090;
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public const uint SINGULARITY_DISTORTION = 1091;
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// Net IDs for integration tests.
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public const uint PREDICTION_TEST = 10001;
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@@ -2,25 +2,43 @@ using System;
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using Content.Shared.NetIDs;
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using Robust.Shared.GameObjects;
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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.ViewVariables;
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namespace Content.Shared.Singularity.Components
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{
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public abstract class SharedSingularityComponent : Component
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{
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public override string Name => "Singularity";
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public override uint? NetID => ContentNetIDs.SINGULARITY;
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[DataField("deleteFixture")] public string? DeleteFixtureId { get; } = default;
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[Serializable, NetSerializable]
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protected sealed class SingularityComponentState : ComponentState
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/// <summary>
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/// Changed by <see cref="SharedSingularitySystem.ChangeSingularityLevel"/>
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/// </summary>
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[ViewVariables]
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public int Level { get; set; }
|
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|
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
|
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{
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public int Level { get; }
|
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|
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public SingularityComponentState(int level) : base(ContentNetIDs.SINGULARITY)
|
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if (curState is not SingularityComponentState state)
|
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{
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Level = level;
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return;
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}
|
||||
|
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EntitySystem.Get<SharedSingularitySystem>().ChangeSingularityLevel(this, state.Level);
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}
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}
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|
||||
[Serializable, NetSerializable]
|
||||
public sealed class SingularityComponentState : ComponentState
|
||||
{
|
||||
public int Level { get; }
|
||||
|
||||
public SingularityComponentState(int level) : base(ContentNetIDs.SINGULARITY)
|
||||
{
|
||||
Level = level;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,68 @@
|
||||
using System;
|
||||
using Content.Shared.NetIDs;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Players;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Serialization.Manager.Attributes;
|
||||
using Robust.Shared.ViewVariables;
|
||||
|
||||
namespace Content.Shared.Singularity.Components
|
||||
{
|
||||
[RegisterComponent]
|
||||
public class SingularityDistortionComponent : Component
|
||||
{
|
||||
public override string Name => "SingularityDistortion";
|
||||
public override uint? NetID => ContentNetIDs.SINGULARITY_DISTORTION;
|
||||
|
||||
[DataField("intensity")]
|
||||
private float _intensity = 0.25f;
|
||||
|
||||
[DataField("falloff")]
|
||||
private float _falloff = 2;
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float Intensity
|
||||
{
|
||||
get => _intensity;
|
||||
set => this.SetAndDirtyIfChanged(ref _intensity, value);
|
||||
}
|
||||
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float Falloff
|
||||
{
|
||||
get => _falloff;
|
||||
set => this.SetAndDirtyIfChanged(ref _falloff, value);
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState(ICommonSession player)
|
||||
{
|
||||
return new SingularityDistortionComponentState(Intensity, Falloff);
|
||||
}
|
||||
|
||||
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
|
||||
{
|
||||
base.HandleComponentState(curState, nextState);
|
||||
|
||||
if (curState is not SingularityDistortionComponentState state)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
Intensity = state.Intensity;
|
||||
Falloff = state.Falloff;
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public class SingularityDistortionComponentState : ComponentState
|
||||
{
|
||||
public SingularityDistortionComponentState(float intensity, float falloff) : base(ContentNetIDs.SINGULARITY_DISTORTION)
|
||||
{
|
||||
Intensity = intensity;
|
||||
Falloff = falloff;
|
||||
}
|
||||
|
||||
public float Intensity { get; }
|
||||
public float Falloff { get; }
|
||||
}
|
||||
}
|
||||
90
Content.Shared/Singularity/SharedSingularitySystem.cs
Normal file
90
Content.Shared/Singularity/SharedSingularitySystem.cs
Normal file
@@ -0,0 +1,90 @@
|
||||
using System;
|
||||
using Content.Shared.Radiation;
|
||||
using Content.Shared.Singularity.Components;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics.Collision.Shapes;
|
||||
|
||||
namespace Content.Shared.Singularity
|
||||
{
|
||||
public abstract class SharedSingularitySystem : EntitySystem
|
||||
{
|
||||
private float GetFalloff(int level)
|
||||
{
|
||||
return level switch
|
||||
{
|
||||
0 => 9999f,
|
||||
1 => 6.4f,
|
||||
2 => 7.0f,
|
||||
3 => 8.0f,
|
||||
4 => 10.0f,
|
||||
5 => 12.0f,
|
||||
6 => 12.0f,
|
||||
_ => -1.0f
|
||||
};
|
||||
}
|
||||
|
||||
private float GetIntensity(int level)
|
||||
{
|
||||
return level switch
|
||||
{
|
||||
0 => 0.0f,
|
||||
1 => 2.7f,
|
||||
2 => 14.4f,
|
||||
3 => 47.2f,
|
||||
4 => 180.0f,
|
||||
5 => 600.0f,
|
||||
6 => 800.0f,
|
||||
_ => -1.0f
|
||||
};
|
||||
}
|
||||
|
||||
public void ChangeSingularityLevel(SharedSingularityComponent singularity, int value)
|
||||
{
|
||||
if (value == singularity.Level)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
value = Math.Clamp(value, 0, 6);
|
||||
|
||||
var physics = singularity.Owner.GetComponentOrNull<PhysicsComponent>();
|
||||
|
||||
if (singularity.Level > 1 && value <= 1)
|
||||
{
|
||||
// Prevents it getting stuck (see SingularityController.MoveSingulo)
|
||||
if (physics != null)
|
||||
{
|
||||
physics.LinearVelocity = Vector2.Zero;
|
||||
}
|
||||
}
|
||||
|
||||
singularity.Level = value;
|
||||
|
||||
if (singularity.Owner.TryGetComponent(out SharedRadiationPulseComponent? pulse))
|
||||
{
|
||||
pulse.RadsPerSecond = 10 * value;
|
||||
}
|
||||
|
||||
if (singularity.Owner.TryGetComponent(out SharedAppearanceComponent? appearance))
|
||||
{
|
||||
appearance.SetData(SingularityVisuals.Level, value);
|
||||
}
|
||||
|
||||
if (physics != null &&
|
||||
singularity.DeleteFixtureId != null &&
|
||||
physics.GetFixture(singularity.DeleteFixtureId) is {Shape: PhysShapeCircle circle})
|
||||
{
|
||||
circle.Radius = value - 0.5f;
|
||||
}
|
||||
|
||||
if (singularity.Owner.TryGetComponent(out SingularityDistortionComponent? distortion))
|
||||
{
|
||||
distortion.Falloff = GetFalloff(value);
|
||||
distortion.Intensity = GetIntensity(value);
|
||||
}
|
||||
|
||||
singularity.Dirty();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -7,7 +7,8 @@
|
||||
- type: Physics
|
||||
bodyType: Dynamic
|
||||
fixtures:
|
||||
- shape:
|
||||
- id: DeleteCircle
|
||||
shape:
|
||||
!type:PhysShapeCircle
|
||||
radius: 0.5
|
||||
mass: 5
|
||||
@@ -17,6 +18,7 @@
|
||||
mask:
|
||||
- AllMask
|
||||
- type: Singularity
|
||||
- type: SingularityDistortion
|
||||
- type: RadiationPulse
|
||||
range: 15
|
||||
decay: false
|
||||
|
||||
@@ -606,7 +606,9 @@
|
||||
- type: Icon
|
||||
sprite: Objects/Fun/toys.rsi
|
||||
state: singularitytoy
|
||||
- type: ToySingularity
|
||||
- type: SingularityDistortion
|
||||
intensity: 2
|
||||
falloff: 7
|
||||
- type: Item
|
||||
size: 12
|
||||
sprite: Objects/Fun/toys.rsi
|
||||
|
||||
Reference in New Issue
Block a user