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