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:
DrSmugleaf
2021-06-24 04:48:11 +02:00
committed by GitHub
parent 34e457b854
commit 716bee0746
16 changed files with 244 additions and 190 deletions

View File

@@ -2,25 +2,43 @@ using System;
using Content.Shared.NetIDs;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.Singularity.Components
{
public abstract class SharedSingularityComponent : Component
{
public override string Name => "Singularity";
public override uint? NetID => ContentNetIDs.SINGULARITY;
[DataField("deleteFixture")] public string? DeleteFixtureId { get; } = default;
[Serializable, NetSerializable]
protected sealed class SingularityComponentState : ComponentState
/// <summary>
/// Changed by <see cref="SharedSingularitySystem.ChangeSingularityLevel"/>
/// </summary>
[ViewVariables]
public int Level { get; set; }
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
public int Level { get; }
public SingularityComponentState(int level) : base(ContentNetIDs.SINGULARITY)
if (curState is not SingularityComponentState state)
{
Level = level;
return;
}
EntitySystem.Get<SharedSingularitySystem>().ChangeSingularityLevel(this, state.Level);
}
}
[Serializable, NetSerializable]
public sealed class SingularityComponentState : ComponentState
{
public int Level { get; }
public SingularityComponentState(int level) : base(ContentNetIDs.SINGULARITY)
{
Level = level;
}
}
}

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@@ -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; }
}
}

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@@ -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();
}
}
}