Radiation pulse ECS (#10641)
This commit is contained in:
@@ -1,37 +0,0 @@
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using Content.Shared.Radiation;
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namespace Content.Client.Radiation
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedRadiationPulseComponent))]
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public sealed class RadiationPulseComponent : SharedRadiationPulseComponent
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{
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private bool _draw;
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private bool _decay;
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private float _range;
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private TimeSpan _startTime;
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private TimeSpan _endTime;
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public override float Range => _range;
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public override TimeSpan StartTime => _startTime;
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public override TimeSpan EndTime => _endTime;
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public override bool Draw => _draw;
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public override bool Decay => _decay;
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState is not RadiationPulseState state)
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{
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return;
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}
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_range = state.Range;
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_draw = state.Draw;
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_decay = state.Decay;
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_startTime = state.StartTime;
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_endTime = state.EndTime;
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}
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}
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}
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@@ -1,4 +1,5 @@
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using System.Linq;
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using Content.Shared.Radiation.Components;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Shared.Map;
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@@ -18,8 +19,6 @@ namespace Content.Client.Radiation
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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public override bool RequestScreenTexture => true;
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private TimeSpan _lastTick = default;
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private readonly ShaderInstance _baseShader;
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private readonly Dictionary<EntityUid, (ShaderInstance shd, RadiationShaderInstance instance)> _pulses = new();
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@@ -52,7 +51,7 @@ namespace Content.Client.Radiation
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shd?.SetParameter("renderScale", viewport.RenderScale);
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shd?.SetParameter("positionInput", tempCoords);
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shd?.SetParameter("range", instance.Range);
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var life = (_lastTick - instance.Start) / (instance.End - instance.Start);
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var life = (_gameTiming.RealTime - instance.Start).TotalSeconds / instance.Duration;
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shd?.SetParameter("life", (float) life);
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// There's probably a very good reason not to do this.
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@@ -75,8 +74,6 @@ namespace Content.Client.Radiation
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return;
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}
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_lastTick = _gameTiming.CurTime;
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var currentEyeLoc = currentEye.Position;
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var pulses = _entityManager.EntityQuery<RadiationPulseComponent>();
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@@ -92,9 +89,9 @@ namespace Content.Client.Radiation
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_baseShader.Duplicate(),
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new RadiationShaderInstance(
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_entityManager.GetComponent<TransformComponent>(pulseEntity).MapPosition.Position,
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pulse.Range,
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pulse.VisualRange,
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pulse.StartTime,
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pulse.EndTime
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pulse.VisualDuration
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)
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)
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);
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@@ -110,7 +107,7 @@ namespace Content.Client.Radiation
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{
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var shaderInstance = _pulses[pulseEntity];
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shaderInstance.instance.CurrentMapCoords = _entityManager.GetComponent<TransformComponent>(pulseEntity).MapPosition.Position;
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shaderInstance.instance.Range = pulse.Range;
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shaderInstance.instance.Range = pulse.VisualRange;
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} else {
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_pulses[pulseEntity].shd.Dispose();
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_pulses.Remove(pulseEntity);
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@@ -124,12 +121,12 @@ namespace Content.Client.Radiation
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return _entityManager.GetComponent<TransformComponent>(pulseEntity).MapID == currentEyeLoc.MapId && _entityManager.GetComponent<TransformComponent>(pulseEntity).Coordinates.InRange(_entityManager, EntityCoordinates.FromMap(_entityManager, _entityManager.GetComponent<TransformComponent>(pulseEntity).ParentUid, currentEyeLoc), MaxDist);
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}
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private sealed record RadiationShaderInstance(Vector2 CurrentMapCoords, float Range, TimeSpan Start, TimeSpan End)
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private sealed record RadiationShaderInstance(Vector2 CurrentMapCoords, float Range, TimeSpan Start, float Duration)
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{
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public Vector2 CurrentMapCoords = CurrentMapCoords;
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public float Range = Range;
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public TimeSpan Start = Start;
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public TimeSpan End = End;
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public float Duration = Duration;
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};
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}
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}
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@@ -1,103 +0,0 @@
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using Content.Shared.Radiation;
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using Robust.Shared.Audio;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.Radiation
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedRadiationPulseComponent))]
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public sealed class RadiationPulseComponent : SharedRadiationPulseComponent
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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private float _duration;
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private float _range = 5f;
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private TimeSpan _startTime;
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private TimeSpan _endTime;
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private bool _draw = true;
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private bool _decay = true;
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/// <summary>
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/// Whether the entity will delete itself after a certain duration defined by
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/// <see cref="MinPulseLifespan"/> and <see cref="MaxPulseLifespan"/>
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/// </summary>
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[DataField("decay")]
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public override bool Decay
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{
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get => _decay;
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set
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{
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_decay = value;
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Dirty();
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}
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}
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[DataField("minPulseLifespan")]
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public float MinPulseLifespan { get; set; } = 0.8f;
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[DataField("maxPulseLifespan")]
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public float MaxPulseLifespan { get; set; } = 2.5f;
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[DataField("sound")] public SoundSpecifier Sound { get; set; } = new SoundCollectionSpecifier("RadiationPulse");
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[DataField("range")]
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public override float Range
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{
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get => _range;
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set
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{
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_range = value;
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Dirty();
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}
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}
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[DataField("draw")]
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public override bool Draw
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{
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get => _draw;
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set
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{
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_draw = value;
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Dirty();
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}
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}
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public override TimeSpan StartTime => _startTime;
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public override TimeSpan EndTime => _endTime;
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public void DoPulse()
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{
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if (Decay)
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{
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var currentTime = _gameTiming.CurTime;
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_startTime = currentTime;
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_duration = _random.NextFloat() * (MaxPulseLifespan - MinPulseLifespan) + MinPulseLifespan;
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_endTime = currentTime + TimeSpan.FromSeconds(_duration);
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}
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SoundSystem.Play(Sound.GetSound(), Filter.Pvs(Owner), Owner);
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Dirty();
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}
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public override ComponentState GetComponentState()
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{
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return new RadiationPulseState(_range, Draw, Decay, _startTime, _endTime);
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}
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public void Update(float frameTime)
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{
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if (!Decay || _entMan.Deleted(Owner))
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return;
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if (_duration <= 0f)
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_entMan.QueueDeleteEntity(Owner);
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_duration -= frameTime;
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}
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}
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}
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@@ -1,38 +0,0 @@
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using Content.Server.Radiation.Systems;
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using JetBrains.Annotations;
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namespace Content.Server.Radiation
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{
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[UsedImplicitly]
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public sealed class RadiationPulseSystem : EntitySystem
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{
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[Dependency] private readonly RadiationSystem _radiation = default!;
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private const float RadiationCooldown = 1.0f;
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private float _accumulator;
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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_accumulator += frameTime;
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while (_accumulator > RadiationCooldown)
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{
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_accumulator -= RadiationCooldown;
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// All code here runs effectively every RadiationCooldown seconds, so use that as the "frame time".
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foreach (var comp in EntityManager.EntityQuery<RadiationPulseComponent>())
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{
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comp.Update(RadiationCooldown);
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var ent = comp.Owner;
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if (Deleted(ent)) continue;
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var cords = Transform(ent).MapPosition;
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_radiation.IrradiateRange(cords, comp.Range, comp.RadsPerSecond, RadiationCooldown);
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}
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}
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}
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}
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}
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@@ -7,6 +7,31 @@ public sealed class RadiationSystem : EntitySystem
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{
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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private const float RadiationCooldown = 1.0f;
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private float _accumulator;
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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_accumulator += frameTime;
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while (_accumulator > RadiationCooldown)
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{
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_accumulator -= RadiationCooldown;
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// All code here runs effectively every RadiationCooldown seconds, so use that as the "frame time".
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foreach (var comp in EntityManager.EntityQuery<RadiationSourceComponent>())
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{
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var ent = comp.Owner;
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if (Deleted(ent))
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continue;
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var cords = Transform(ent).MapPosition;
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IrradiateRange(cords, comp.Range, comp.RadsPerSecond, RadiationCooldown);
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}
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}
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}
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public void IrradiateRange(MapCoordinates coordinates, float range, float radsPerSecond, float time)
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{
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var lookUp = _lookup.GetEntitiesInRange(coordinates, range);
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@@ -12,6 +12,6 @@ namespace Content.Server.Sound.Components
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("sound", required: true)]
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public SoundSpecifier Sound { get; set; } = default!;
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public SoundSpecifier? Sound;
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}
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}
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@@ -0,0 +1,9 @@
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namespace Content.Server.Sound.Components;
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/// <summary>
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/// Simple sound emitter that emits sound on entity spawn.
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/// </summary>
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[RegisterComponent]
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public sealed class EmitSoundOnSpawnComponent : BaseEmitSoundComponent
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{
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}
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@@ -54,6 +54,7 @@ namespace Content.Server.Sound
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<EmitSoundOnSpawnComponent, ComponentInit>(HandleEmitSpawnOnInit);
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SubscribeLocalEvent<EmitSoundOnLandComponent, LandEvent>(HandleEmitSoundOnLand);
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SubscribeLocalEvent<EmitSoundOnUseComponent, UseInHandEvent>(HandleEmitSoundOnUseInHand);
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SubscribeLocalEvent<EmitSoundOnThrowComponent, ThrownEvent>(HandleEmitSoundOnThrown);
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@@ -64,6 +65,11 @@ namespace Content.Server.Sound
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SubscribeLocalEvent<EmitSoundOnDropComponent, DroppedEvent>(HandleEmitSoundOnDrop);
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}
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private void HandleEmitSpawnOnInit(EntityUid uid, EmitSoundOnSpawnComponent component, ComponentInit args)
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{
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TryEmitSound(component);
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}
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private void HandleEmitSoundOnTrigger(EntityUid uid, EmitSoundOnTriggerComponent component, TriggerEvent args)
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{
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TryEmitSound(component);
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@@ -122,6 +128,8 @@ namespace Content.Server.Sound
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private void TryEmitSound(BaseEmitSoundComponent component)
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{
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if (component.Sound == null)
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return;
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_audioSystem.PlayPvs(component.Sound, component.Owner, component.Sound.Params.AddVolume(-2f));
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}
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}
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@@ -1,4 +1,3 @@
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using Content.Server.Radiation;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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@@ -12,7 +11,6 @@ public sealed class RadiateArtifactComponent : Component
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{
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/// <summary>
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/// Radiation pulse prototype to spawn.
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/// Should has <see cref="RadiationPulseComponent"/>.
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/// </summary>
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[DataField("pulsePrototype", customTypeSerializer:typeof(PrototypeIdSerializer<EntityPrototype>))]
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public string PulsePrototype = "RadiationPulse";
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@@ -15,11 +15,6 @@ public sealed class RadiateArtifactSystem : EntitySystem
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private void OnActivate(EntityUid uid, RadiateArtifactComponent component, ArtifactActivatedEvent args)
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{
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var transform = Transform(uid);
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var pulseUid = EntityManager.SpawnEntity(component.PulsePrototype, transform.Coordinates);
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if (!TryComp(pulseUid, out RadiationPulseComponent? pulse))
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return;
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pulse.DoPulse();
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EntityManager.SpawnEntity(component.PulsePrototype, transform.Coordinates);
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}
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}
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@@ -0,0 +1,30 @@
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using Content.Shared.Radiation.Systems;
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using Content.Shared.Spawners.Components;
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namespace Content.Shared.Radiation.Components;
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/// <summary>
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/// Create circle pulse animation of radiation around object.
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/// Drawn on client after creation only once per component lifetime.
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/// </summary>
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[RegisterComponent]
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[Access(typeof(RadiationPulseSystem))]
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public sealed class RadiationPulseComponent : Component
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{
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/// <summary>
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/// Timestamp when component was assigned to this entity.
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/// </summary>
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public TimeSpan StartTime;
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/// <summary>
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/// How long will animation play in seconds.
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/// Can be overridden by <see cref="TimedDespawnComponent"/>.
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/// </summary>
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public float VisualDuration = 2f;
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/// <summary>
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/// The range of animation.
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/// Can be overridden by <see cref="RadiationSourceComponent"/>.
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/// </summary>
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public float VisualRange = 5f;
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}
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@@ -0,0 +1,20 @@
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/// <summary>
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/// Irradiate all objects in range.
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/// </summary>
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[RegisterComponent]
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public sealed class RadiationSourceComponent : Component
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{
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/// <summary>
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/// How many rads per second receive irradiated object.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("radsPerSecond")]
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public float RadsPerSecond = 1;
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/// <summary>
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/// Radius of radiation source.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("range")]
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public float Range = 5f;
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}
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@@ -1,47 +0,0 @@
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Radiation
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{
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[NetworkedComponent()]
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public abstract class SharedRadiationPulseComponent : Component
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{
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[DataField("radsPerSecond")]
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public float RadsPerSecond { get; set; } = 1;
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/// <summary>
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/// Radius of the pulse from its position
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/// </summary>
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public virtual float Range { get; set; }
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public virtual bool Decay { get; set; }
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public virtual bool Draw { get; set; }
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public virtual TimeSpan StartTime { get; }
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public virtual TimeSpan EndTime { get; }
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}
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/// <summary>
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/// For syncing the pulse's lifespan between client and server for the overlay
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class RadiationPulseState : ComponentState
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{
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// not networking RadsPerSecond because damage is only ever dealt by server-side systems.
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public readonly float Range;
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public readonly bool Draw;
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public readonly bool Decay;
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public readonly TimeSpan StartTime;
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public readonly TimeSpan EndTime;
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public RadiationPulseState(float range, bool draw, bool decay, TimeSpan startTime, TimeSpan endTime)
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{
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Range = range;
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Draw = draw;
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Decay = decay;
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StartTime = startTime;
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EndTime = endTime;
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}
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}
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}
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32
Content.Shared/Radiation/Systems/RadiationPulseSystem.cs
Normal file
32
Content.Shared/Radiation/Systems/RadiationPulseSystem.cs
Normal file
@@ -0,0 +1,32 @@
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using Content.Shared.Radiation.Components;
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using Content.Shared.Spawners.Components;
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using Robust.Shared.Timing;
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namespace Content.Shared.Radiation.Systems;
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public sealed class RadiationPulseSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RadiationPulseComponent, ComponentStartup>(OnStartup);
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}
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private void OnStartup(EntityUid uid, RadiationPulseComponent component, ComponentStartup args)
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{
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component.StartTime = _timing.RealTime;
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// try to get despawn time or keep default duration time
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if (TryComp<TimedDespawnComponent>(uid, out var despawn))
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{
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component.VisualDuration = despawn.Lifetime;
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}
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// try to get radiation range or keep default visual range
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if (TryComp<RadiationSourceComponent>(uid, out var radSource))
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{
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component.VisualRange = radSource.Range;
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}
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}
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}
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@@ -105,9 +105,9 @@ namespace Content.Shared.Singularity
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singularity.Level = value;
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if (EntityManager.TryGetComponent(singularity.Owner, out SharedRadiationPulseComponent? pulse))
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if (EntityManager.TryGetComponent(singularity.Owner, out RadiationSourceComponent? source))
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{
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pulse.RadsPerSecond = singularity.RadsPerLevel * value;
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source.RadsPerSecond = singularity.RadsPerLevel * value;
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}
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if (EntityManager.TryGetComponent(singularity.Owner, out AppearanceComponent? appearance))
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||||
|
||||
@@ -4,7 +4,12 @@
|
||||
noSpawn: true
|
||||
description: Looking at this anomaly makes you feel strange, like something is pushing at your eyes.
|
||||
components:
|
||||
- type: RadiationPulse
|
||||
minPulseLifespan: 0.8
|
||||
maxPulseLifespan: 2.5
|
||||
- type: RadiationSource
|
||||
radsPerSecond: 5
|
||||
- type: TimedDespawn
|
||||
lifetime: 2
|
||||
- type: EmitSoundOnSpawn
|
||||
sound:
|
||||
collection:
|
||||
RadiationPulse
|
||||
- type: RadiationPulse
|
||||
|
||||
@@ -24,13 +24,10 @@
|
||||
layer:
|
||||
- AllMask
|
||||
- type: Singularity
|
||||
radsPerLevel: 1 # determines RadiationPulse's radiation per second.
|
||||
radsPerLevel: 1
|
||||
- type: SingularityDistortion
|
||||
- type: RadiationPulse
|
||||
- type: RadiationSource
|
||||
range: 10
|
||||
decay: false
|
||||
minPulseLifespan: 1
|
||||
maxPulseLifespan: 1
|
||||
- type: Sprite
|
||||
sprite: Structures/Power/Generation/Singularity/singularity_1.rsi
|
||||
state: singularity_1
|
||||
|
||||
@@ -243,8 +243,5 @@
|
||||
layers:
|
||||
- state: rtg_damaged
|
||||
- state: rtg_glow
|
||||
- type: RadiationPulse # ideally only when opened.
|
||||
- type: RadiationSource # ideally only when opened.
|
||||
range: 2
|
||||
decay: false
|
||||
minPulseLifespan: 1
|
||||
maxPulseLifespan: 1
|
||||
|
||||
Reference in New Issue
Block a user