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 Adds recursive Event Horizon consumption * Fix merge skew * Fixes for the master merge * Fix engine commit * Dirty is obsolete * Switch over dirty * Fix requested changes * ambiant -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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@@ -1,12 +1,11 @@
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using Content.Server.Popups;
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using Content.Server.Shuttles.Components;
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using Content.Server.Singularity.Components;
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using Content.Server.Singularity.EntitySystems;
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using Content.Server.Singularity.Events;
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using Content.Shared.Popups;
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using Content.Shared.Tag;
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using Content.Shared.Throwing;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Player;
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@@ -22,6 +21,7 @@ public sealed class ContainmentFieldSystem : EntitySystem
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base.Initialize();
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SubscribeLocalEvent<ContainmentFieldComponent, StartCollideEvent>(HandleFieldCollide);
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SubscribeLocalEvent<ContainmentFieldComponent, EventHorizonAttemptConsumeEntityEvent>(HandleEventHorizon);
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}
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private void HandleFieldCollide(EntityUid uid, ContainmentFieldComponent component, ref StartCollideEvent args)
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@@ -42,4 +42,10 @@ public sealed class ContainmentFieldSystem : EntitySystem
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_throwing.TryThrow(otherBody, playerDir-fieldDir, strength: component.ThrowForce);
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}
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}
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private void HandleEventHorizon(EntityUid uid, ContainmentFieldComponent component, EventHorizonAttemptConsumeEntityEvent args)
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{
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if(!args.Cancelled && !args.EventHorizon.CanBreachContainment)
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args.Cancel();
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}
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}
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