Temporarily make singularity a bit harder to loose as non-antag
This commit is contained in:
@@ -2,32 +2,69 @@
|
|||||||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
|
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
|
||||||
|
|
||||||
using Content.Server.Singularity.EntitySystems;
|
using Content.Server.Singularity.EntitySystems;
|
||||||
|
using Content.Shared.Physics;
|
||||||
|
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
|
||||||
|
|
||||||
namespace Content.Server.Singularity.Components;
|
namespace Content.Server.Singularity.Components;
|
||||||
|
|
||||||
[RegisterComponent]
|
[RegisterComponent, AutoGenerateComponentPause]
|
||||||
|
[Access(typeof(SingularityGeneratorSystem))]
|
||||||
public sealed partial class SingularityGeneratorComponent : Component
|
public sealed partial class SingularityGeneratorComponent : Component
|
||||||
{
|
{
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The amount of power this generator has accumulated.
|
/// The amount of power this generator has accumulated.
|
||||||
/// If you want to set this use <see cref="SingularityGeneratorSystem.SetPower"/>
|
/// If you want to set this use <see cref="SingularityGeneratorSystem.SetPower"/>
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[DataField("power")]
|
[DataField]
|
||||||
[Access(friends:typeof(SingularityGeneratorSystem))]
|
|
||||||
public float Power = 0;
|
public float Power = 0;
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// The power threshold at which this generator will spawn a singularity.
|
/// The power threshold at which this generator will spawn a singularity.
|
||||||
/// If you want to set this use <see cref="SingularityGeneratorSystem.SetThreshold"/>
|
/// If you want to set this use <see cref="SingularityGeneratorSystem.SetThreshold"/>
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[DataField("threshold")]
|
[DataField]
|
||||||
[Access(friends:typeof(SingularityGeneratorSystem))]
|
|
||||||
public float Threshold = 16;
|
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>
|
/// <summary>
|
||||||
/// The prototype ID used to spawn a singularity.
|
/// The prototype ID used to spawn a singularity.
|
||||||
/// </summary>
|
/// </summary>
|
||||||
[DataField("spawnId", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
|
[DataField("spawnId", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
|
||||||
[ViewVariables(VVAccess.ReadWrite)]
|
|
||||||
public string? SpawnPrototype = "Singularity";
|
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;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,7 +1,15 @@
|
|||||||
|
using System.Diagnostics;
|
||||||
using Content.Server.ParticleAccelerator.Components;
|
using Content.Server.ParticleAccelerator.Components;
|
||||||
|
using Content.Server.Popups;
|
||||||
using Content.Server.Singularity.Components;
|
using Content.Server.Singularity.Components;
|
||||||
|
using Content.Shared.Emag.Systems;
|
||||||
|
using Content.Shared.Popups;
|
||||||
using Content.Shared.Singularity.Components;
|
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.Physics.Events;
|
||||||
|
using Robust.Shared.Timing;
|
||||||
|
|
||||||
namespace Content.Server.Singularity.EntitySystems;
|
namespace Content.Server.Singularity.EntitySystems;
|
||||||
|
|
||||||
@@ -9,6 +17,11 @@ public sealed class SingularityGeneratorSystem : EntitySystem
|
|||||||
{
|
{
|
||||||
#region Dependencies
|
#region Dependencies
|
||||||
[Dependency] private readonly IViewVariablesManager _vvm = default!;
|
[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
|
#endregion Dependencies
|
||||||
|
|
||||||
public override void Initialize()
|
public override void Initialize()
|
||||||
@@ -16,6 +29,7 @@ public sealed class SingularityGeneratorSystem : EntitySystem
|
|||||||
base.Initialize();
|
base.Initialize();
|
||||||
|
|
||||||
SubscribeLocalEvent<ParticleProjectileComponent, StartCollideEvent>(HandleParticleCollide);
|
SubscribeLocalEvent<ParticleProjectileComponent, StartCollideEvent>(HandleParticleCollide);
|
||||||
|
SubscribeLocalEvent<SingularityGeneratorComponent, GotEmaggedEvent>(OnEmagged);
|
||||||
|
|
||||||
var vvHandle = _vvm.GetTypeHandler<SingularityGeneratorComponent>();
|
var vvHandle = _vvm.GetTypeHandler<SingularityGeneratorComponent>();
|
||||||
vvHandle.AddPath(nameof(SingularityGeneratorComponent.Power), (_, comp) => comp.Power, SetPower);
|
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>
|
/// <param name="args">The state of the beginning of the collision.</param>
|
||||||
private void HandleParticleCollide(EntityUid uid, ParticleProjectileComponent component, ref StartCollideEvent args)
|
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(
|
SetPower(
|
||||||
args.OtherEntity,
|
args.OtherEntity,
|
||||||
singularityGeneratorComponent.Power + component.State switch
|
generatorComp.Power + component.State switch
|
||||||
{
|
{
|
||||||
ParticleAcceleratorPowerState.Standby => 0,
|
ParticleAcceleratorPowerState.Standby => 0,
|
||||||
ParticleAcceleratorPowerState.Level0 => 1,
|
ParticleAcceleratorPowerState.Level0 => 1,
|
||||||
@@ -113,10 +149,51 @@ public sealed class SingularityGeneratorSystem : EntitySystem
|
|||||||
ParticleAcceleratorPowerState.Level3 => 8,
|
ParticleAcceleratorPowerState.Level3 => 8,
|
||||||
_ => 0
|
_ => 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
|
#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;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,2 @@
|
|||||||
|
comp-generator-failsafe = The {$target} shakes as the containment failsafe triggers!
|
||||||
|
comp-generator-failsafe = Something fizzles out inside of {$target}...
|
||||||
@@ -1,7 +1,7 @@
|
|||||||
- type: entity
|
- type: entity
|
||||||
id: SingularityGenerator
|
id: SingularityGenerator
|
||||||
name: gravitational singularity generator
|
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:
|
placement:
|
||||||
mode: SnapgridCenter
|
mode: SnapgridCenter
|
||||||
components:
|
components:
|
||||||
|
|||||||
@@ -2,7 +2,7 @@
|
|||||||
id: TeslaGenerator
|
id: TeslaGenerator
|
||||||
name: tesla generator
|
name: tesla generator
|
||||||
parent: BaseStructureDynamic
|
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:
|
components:
|
||||||
- type: Sprite
|
- type: Sprite
|
||||||
noRot: true
|
noRot: true
|
||||||
|
|||||||
Reference in New Issue
Block a user