Temporarily make singularity a bit harder to loose as non-antag

This commit is contained in:
Saphire
2024-11-17 03:58:15 +06:00
parent abdefbd622
commit a68c6cb29e
5 changed files with 130 additions and 14 deletions

View File

@@ -2,32 +2,69 @@
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
using Content.Server.Singularity.EntitySystems;
using Content.Shared.Physics;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Server.Singularity.Components;
[RegisterComponent]
[RegisterComponent, AutoGenerateComponentPause]
[Access(typeof(SingularityGeneratorSystem))]
public sealed partial class SingularityGeneratorComponent : Component
{
/// <summary>
/// The amount of power this generator has accumulated.
/// If you want to set this use <see cref="SingularityGeneratorSystem.SetPower"/>
/// </summary>
[DataField("power")]
[Access(friends:typeof(SingularityGeneratorSystem))]
[DataField]
public float Power = 0;
/// <summary>
/// The power threshold at which this generator will spawn a singularity.
/// If you want to set this use <see cref="SingularityGeneratorSystem.SetThreshold"/>
/// </summary>
[DataField("threshold")]
[Access(friends:typeof(SingularityGeneratorSystem))]
[DataField]
public float Threshold = 16;
/// <summary>
/// Allows the generator to ignore all the failsafe stuff, e.g. when emagged
/// </summary>
[DataField]
public bool FailsafeDisabled = false;
/// <summary>
/// Maximum distance at which the generator will check for a field at
/// </summary>
[DataField]
public float FailsafeDistance = 16;
/// <summary>
/// The prototype ID used to spawn a singularity.
/// </summary>
[DataField("spawnId", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
[ViewVariables(VVAccess.ReadWrite)]
public string? SpawnPrototype = "Singularity";
/// <summary>
/// The masks the raycast should not go through
/// </summary>
[DataField]
public int CollisionMask = (int)CollisionGroup.FullTileMask;
/// <summary>
/// Message to use when there's no containment field on cardinal directions
/// </summary>
[DataField]
public LocId ContainmentFailsafeMessage;
/// <summary>
/// For how long the failsafe will cause the generator to stop working and not issue a failsafe warning
/// </summary>
[DataField]
public TimeSpan FailsafeCooldown = TimeSpan.FromSeconds(30);
/// <summary>
/// How long until the generator can issue a failsafe warning again
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
[AutoPausedField]
public TimeSpan NextFailsafe;
}

View File

@@ -1,7 +1,15 @@
using System.Diagnostics;
using Content.Server.ParticleAccelerator.Components;
using Content.Server.Popups;
using Content.Server.Singularity.Components;
using Content.Shared.Emag.Systems;
using Content.Shared.Popups;
using Content.Shared.Singularity.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
using Robust.Shared.Timing;
namespace Content.Server.Singularity.EntitySystems;
@@ -9,6 +17,11 @@ public sealed class SingularityGeneratorSystem : EntitySystem
{
#region Dependencies
[Dependency] private readonly IViewVariablesManager _vvm = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly PhysicsSystem _physics = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly MetaDataSystem _metadata = default!;
[Dependency] private readonly PopupSystem _popupSystem = default!;
#endregion Dependencies
public override void Initialize()
@@ -16,6 +29,7 @@ public sealed class SingularityGeneratorSystem : EntitySystem
base.Initialize();
SubscribeLocalEvent<ParticleProjectileComponent, StartCollideEvent>(HandleParticleCollide);
SubscribeLocalEvent<SingularityGeneratorComponent, GotEmaggedEvent>(OnEmagged);
var vvHandle = _vvm.GetTypeHandler<SingularityGeneratorComponent>();
vvHandle.AddPath(nameof(SingularityGeneratorComponent.Power), (_, comp) => comp.Power, SetPower);
@@ -100,11 +114,33 @@ public sealed class SingularityGeneratorSystem : EntitySystem
/// <param name="args">The state of the beginning of the collision.</param>
private void HandleParticleCollide(EntityUid uid, ParticleProjectileComponent component, ref StartCollideEvent args)
{
if (EntityManager.TryGetComponent<SingularityGeneratorComponent>(args.OtherEntity, out var singularityGeneratorComponent))
if (!EntityManager.TryGetComponent<SingularityGeneratorComponent>(args.OtherEntity, out var generatorComp))
return;
if (_timing.CurTime < _metadata.GetPauseTime(uid) + generatorComp.NextFailsafe)
{
EntityManager.QueueDeleteEntity(uid);
return;
}
var contained = true;
var transform = Transform(args.OtherEntity);
var directions = Enum.GetValues<Direction>().Length;
for (var i = 0; i < directions - 1; i += 2) // Skip every other direction, checking only cardinals
{
if (!CheckContainmentField((Direction)i, new Entity<SingularityGeneratorComponent>(args.OtherEntity, generatorComp), transform))
contained = false;
}
if (!contained)
{
generatorComp.NextFailsafe = _timing.CurTime + generatorComp.FailsafeCooldown;
_popupSystem.PopupEntity(Loc.GetString("comp-generator-failsafe", ("target", args.OtherEntity)), args.OtherEntity, PopupType.LargeCaution);
}
else
SetPower(
args.OtherEntity,
singularityGeneratorComponent.Power + component.State switch
generatorComp.Power + component.State switch
{
ParticleAcceleratorPowerState.Standby => 0,
ParticleAcceleratorPowerState.Level0 => 1,
@@ -113,10 +149,51 @@ public sealed class SingularityGeneratorSystem : EntitySystem
ParticleAcceleratorPowerState.Level3 => 8,
_ => 0
},
singularityGeneratorComponent
generatorComp
);
EntityManager.QueueDeleteEntity(uid);
}
EntityManager.QueueDeleteEntity(uid);
}
private void OnEmagged(EntityUid uid, SingularityGeneratorComponent component, ref GotEmaggedEvent args)
{
_popupSystem.PopupEntity(Loc.GetString("comp-generator-failsafe-disabled", ("target", uid)), uid);
component.FailsafeDisabled = true;
args.Handled = true;
}
#endregion Event Handlers
/// <summary>
/// Checks whether there's a containment field in a given direction away from the generator
/// </summary>
/// <param name="transform">The transform component of the singularity generator.</param>
/// <remarks>Mostly copied from <see cref="ContainmentFieldGeneratorSystem"/> </remarks>
private bool CheckContainmentField(Direction dir, Entity<SingularityGeneratorComponent> generator, TransformComponent transform)
{
var component = generator.Comp;
var (worldPosition, worldRotation) = _transformSystem.GetWorldPositionRotation(transform);
var dirRad = dir.ToAngle() + worldRotation;
var ray = new CollisionRay(worldPosition, dirRad.ToVec(), component.CollisionMask);
var rayCastResults = _physics.IntersectRay(transform.MapID, ray, component.FailsafeDistance, generator, false);
var genQuery = GetEntityQuery<ContainmentFieldComponent>();
RayCastResults? closestResult = null;
foreach (var result in rayCastResults)
{
if (genQuery.HasComponent(result.HitEntity))
closestResult = result;
break;
}
if (closestResult == null)
return false;
var ent = closestResult.Value.HitEntity;
// Check that the field can't be moved. The fields' transform parenting is weird, so skip that
return TryComp<PhysicsComponent>(ent, out var collidableComponent) && collidableComponent.BodyType == BodyType.Static;
}
}

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@@ -0,0 +1,2 @@
comp-generator-failsafe = The {$target} shakes as the containment failsafe triggers!
comp-generator-failsafe = Something fizzles out inside of {$target}...

View File

@@ -1,7 +1,7 @@
- type: entity
id: SingularityGenerator
name: gravitational singularity generator
description: An Odd Device which produces a Gravitational Singularity when set up.
description: An Odd Device which produces a Gravitational Singularity when set up. Comes with a temporary shutdown containment failsafe.
placement:
mode: SnapgridCenter
components:

View File

@@ -2,12 +2,12 @@
id: TeslaGenerator
name: tesla generator
parent: BaseStructureDynamic
description: An Odd Device which produces a powerful Tesla ball when set up.
description: An Odd Device which produces a powerful Tesla ball when set up. Comes with a temporary shutdown containment failsafe.
components:
- type: Sprite
noRot: true
sprite: Structures/Power/Generation/Tesla/generator.rsi
state: icon
state: icon
- type: SingularityGenerator # TODO: rename the generator
spawnId: TeslaEnergyBall
- type: InteractionOutline