Singularity fixes (#4383)
* Singularity fixes * Fix the rest * Woops * ahh * Nerf singulo for now * Final touchups for now * Review
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@@ -1,11 +1,12 @@
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using Content.Shared.Singularity.Components;
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using Robust.Shared.GameObjects;
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namespace Content.Server.Singularity.Components
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{
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[RegisterComponent]
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public class ContainmentFieldComponent : Component
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[ComponentReference(typeof(SharedContainmentFieldComponent))]
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public class ContainmentFieldComponent : SharedContainmentFieldComponent
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{
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public override string Name => "ContainmentField";
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public ContainmentFieldConnection? Parent;
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}
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}
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@@ -2,6 +2,7 @@ using System;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.Physics;
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using Content.Shared.Singularity.Components;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Log;
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@@ -13,10 +14,9 @@ using Robust.Shared.ViewVariables;
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namespace Content.Server.Singularity.Components
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{
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[RegisterComponent]
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public class ContainmentFieldGeneratorComponent : Component
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[ComponentReference(typeof(SharedContainmentFieldGeneratorComponent))]
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public class ContainmentFieldGeneratorComponent : SharedContainmentFieldGeneratorComponent
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{
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public override string Name => "ContainmentFieldGenerator";
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private int _powerBuffer;
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[ViewVariables]
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@@ -62,6 +62,8 @@ namespace Content.Server.Singularity.Components
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_ => 0
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};
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public float MoveAccumulator;
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// This is an interesting little workaround.
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// See, two singularities queuing deletion of each other at the same time will annihilate.
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// This is undesirable behaviour, so this flag allows the imperatively first one processed to take priority.
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@@ -95,11 +97,6 @@ namespace Content.Server.Singularity.Components
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_singularitySystem.ChangeSingularityLevel(this, 1);
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}
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public void Update(int seconds)
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{
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Energy -= EnergyDrain * seconds;
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}
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protected override void OnRemove()
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{
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_playingSound?.Stop();
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