Splits the singularity into its component parts + ECS singularity + Support for singularities in containers. (#12132)
* InitialCommit (Broken) * Fixes compile errors * PR comments. More doc comments. Fixes * Makes a singularity/event horizon without radiation/physics a valid state to be in * VV 'fake' setters, fixes the visualizer, fixes the singularity trying to eat itself instead of nearby things. * Removes unused dependency from Content.Client.GravityWellSystem * Testing containment and fake VV setters for SingularityGeneratorComponent * Fixes gravity wells (broken due to LookupFlags.None). Adds recursive Event Horizon consumption * Fix merge skew * Fixes for the master merge * Fix engine commit * Dirty is obsolete * Switch over dirty * Fix requested changes * ambiant -> ambient * Moves EventHorionComponent to Shared * Proper container handling * Fixes master merge. Fixes post insertion assertions for singularities. Extends proper container handling to gravity wells and the distortion shader. * Better support for admemes throwing singularities. * Moves update timing from accumulators to target times * Update doc comments
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using Content.Shared.Singularity.Components;
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using Content.Server.Singularity.EntitySystems;
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using Robust.Shared.Audio;
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namespace Content.Server.Singularity.Components;
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/// <summary>
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/// The server-side version of <see cref="SharedSingularityComponent">.
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/// Primarily managed by <see cref="SingularitySystem">.
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(SharedSingularityComponent))]
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public sealed class SingularityComponent : SharedSingularityComponent
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{
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/// <summary>
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/// The amount of energy this singularity contains.
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/// If you want to set this go through <see cref="SingularitySystem.SetEnergy"/>
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/// </summary>
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[DataField("energy")]
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[Access(friends:typeof(SingularitySystem))]
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public float Energy = 180f;
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/// <summary>
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/// The rate at which this singularity loses energy over time.
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/// </summary>
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[DataField("energyLoss")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float EnergyDrain;
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#region Audio
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/// <summary>
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/// The sound that this singularity produces by existing.
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/// </summary>
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[DataField("ambientSound")]
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[ViewVariables(VVAccess.ReadOnly)]
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public SoundSpecifier? AmbientSound = new SoundPathSpecifier(
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"/Audio/Effects/singularity_form.ogg",
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AudioParams.Default.WithVolume(5).WithLoop(true).WithMaxDistance(20f)
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);
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/// <summary>
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/// The audio stream that plays the sound specified by <see cref="AmbientSound"> on loop.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public IPlayingAudioStream? AmbientSoundStream = null;
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/// <summary>
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/// The sound that the singularity produces when it forms.
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/// </summary>
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[DataField("formationSound")]
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[ViewVariables(VVAccess.ReadOnly)]
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public SoundSpecifier? FormationSound = null;
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/// <summary>
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/// The sound that the singularity produces when it dissipates.
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/// </summary>
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[DataField("dissipationSound")]
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[ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier? DissipationSound = new SoundPathSpecifier(
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"/Audio/Effects/singularity_collapse.ogg",
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AudioParams.Default
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);
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#endregion Audio
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#region Update Timing
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/// <summary>
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/// The amount of time that should elapse between automated updates to this singularity.
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/// </summary>
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[DataField("updatePeriod")]
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[ViewVariables(VVAccess.ReadOnly)]
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[Access(typeof(SingularitySystem))]
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public TimeSpan TargetUpdatePeriod { get; internal set; } = TimeSpan.FromSeconds(1.0);
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/// <summary>
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/// The next time this singularity should be updated by <see cref="SingularitySystem"/>
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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[Access(typeof(SingularitySystem))]
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public TimeSpan NextUpdateTime { get; internal set; } = default!;
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/// <summary>
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/// The last time this singularity was be updated by <see cref="SingularitySystem"/>
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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[Access(typeof(SingularitySystem))]
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public TimeSpan LastUpdateTime { get; internal set; } = default!;
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#endregion Update Timing
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}
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