Singularity fixes (#4383)
* Singularity fixes * Fix the rest * Woops * ahh * Nerf singulo for now * Final touchups for now * Review
This commit is contained in:
@@ -207,8 +207,6 @@ namespace Content.Client.Entry
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"GasTank",
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"BreathMask",
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"RadiationCollector",
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"ContainmentFieldGenerator",
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"ContainmentField",
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"Emitter",
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"SingularityGenerator",
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"ParticleProjectile",
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@@ -1,13 +1,16 @@
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using Content.Shared.Singularity.Components;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Log;
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namespace Content.Client.Singularity.Components
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{
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public class ContainmentFieldComponent : Component
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[RegisterComponent]
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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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// Jesus what is this code.
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// Singulo cleanup WHEEENNN
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private SpriteComponent? _spriteComponent;
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protected override void Initialize()
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@@ -0,0 +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.Client.Singularity.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedContainmentFieldGeneratorComponent))]
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public sealed class ContainmentFieldGeneratorComponent : SharedContainmentFieldGeneratorComponent
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{
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}
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}
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@@ -3,6 +3,7 @@ using JetBrains.Annotations;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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namespace Content.Client.Singularity.Visualizers
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{
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@@ -33,8 +34,7 @@ namespace Content.Client.Singularity.Visualizers
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return;
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}
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sprite.LayerSetRSI(Layer, "Structures/Power/Generation/Singularity/singularity_" + level + ".rsi");
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sprite.LayerSetState(Layer, "singularity_" + level);
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sprite.LayerSetSprite(Layer, new SpriteSpecifier.Rsi(new ResourcePath("Structures/Power/Generation/Singularity/singularity_" + level + ".rsi"), "singularity_" + level));
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}
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}
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}
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@@ -1,12 +1,8 @@
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using Content.Server.Ghost.Components;
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using Content.Server.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.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Broadphase;
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using Robust.Shared.Physics.Controllers;
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using Robust.Shared.Random;
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@@ -14,93 +10,48 @@ namespace Content.Server.Physics.Controllers
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{
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internal sealed class SingularityController : VirtualController
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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private float _pullAccumulator;
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private float _moveAccumulator;
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private const float MaxMoveCooldown = 10f;
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private const float MinMoveCooldown = 2f;
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public override void UpdateBeforeSolve(bool prediction, float frameTime)
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{
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base.UpdateBeforeSolve(prediction, frameTime);
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_moveAccumulator += frameTime;
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_pullAccumulator += frameTime;
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while (_pullAccumulator > 0.5f)
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foreach (var (singularity, physics) in ComponentManager.EntityQuery<ServerSingularityComponent, PhysicsComponent>())
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{
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_pullAccumulator -= 0.5f;
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if (singularity.Owner.HasComponent<ActorComponent>() ||
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singularity.BeingDeletedByAnotherSingularity) continue;
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foreach (var singularity in ComponentManager.EntityQuery<ServerSingularityComponent>())
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{
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// TODO: Use colliders instead probably yada yada
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PullEntities(singularity);
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// Yeah look the collision with station wasn't working and I'm 15k lines in and not debugging this shit
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DestroyTiles(singularity);
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}
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}
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singularity.MoveAccumulator -= frameTime;
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while (_moveAccumulator > 1.0f)
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{
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_moveAccumulator -= 1.0f;
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if (singularity.MoveAccumulator > 0f) continue;
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foreach (var (singularity, physics) in ComponentManager.EntityQuery<ServerSingularityComponent, PhysicsComponent>())
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{
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if (singularity.Owner.HasComponent<ActorComponent>()) continue;
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singularity.MoveAccumulator = MinMoveCooldown + (MaxMoveCooldown - MinMoveCooldown) * _robustRandom.NextFloat();
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// TODO: Need to essentially use a push vector in a random direction for us PLUS
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// Any entity colliding with our larger circlebox needs to have an impulse applied to itself.
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physics.BodyStatus = BodyStatus.InAir;
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MoveSingulo(singularity, physics);
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}
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MoveSingulo(singularity, physics);
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}
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}
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private void MoveSingulo(ServerSingularityComponent singularity, PhysicsComponent physics)
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{
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// To prevent getting stuck, ServerSingularityComponent will zero the velocity of a singularity when it goes to a level <= 1 (see here).
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if (singularity.Level <= 1) return;
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// TODO: Could try gradual changes instead but for now just try to replicate
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// TODO: Need to make this events instead.
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if (singularity.Level <= 1)
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{
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physics.BodyStatus = BodyStatus.OnGround;
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return;
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}
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// TODO: Could try gradual changes instead
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var pushVector = new Vector2(_robustRandom.Next(-10, 10), _robustRandom.Next(-10, 10));
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if (pushVector == Vector2.Zero) return;
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physics.LinearVelocity = Vector2.Zero;
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physics.LinearVelocity = pushVector.Normalized * 2;
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}
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private void PullEntities(ServerSingularityComponent component)
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{
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var singularityCoords = component.Owner.Transform.Coordinates;
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// TODO: Maybe if we have named fixtures needs to pull out the outer circle collider (inner will be for deleting).
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var entitiesToPull = IoCManager.Resolve<IEntityLookup>().GetEntitiesInRange(singularityCoords, component.Level * 10);
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foreach (var entity in entitiesToPull)
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{
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if (!entity.TryGetComponent<PhysicsComponent>(out var collidableComponent) || collidableComponent.BodyType == BodyType.Static) continue;
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if (entity.HasComponent<GhostComponent>()) continue;
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if (singularityCoords.EntityId != entity.Transform.Coordinates.EntityId) continue;
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var vec = (singularityCoords - entity.Transform.Coordinates).Position;
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if (vec == Vector2.Zero) continue;
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var speed = 10 / vec.Length * component.Level;
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collidableComponent.ApplyLinearImpulse(vec.Normalized * speed);
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}
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}
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private void DestroyTiles(ServerSingularityComponent component)
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{
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if (!component.Owner.TryGetComponent(out PhysicsComponent? physicsComponent)) return;
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var worldBox = physicsComponent.GetWorldAABB();
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foreach (var grid in _mapManager.FindGridsIntersecting(component.Owner.Transform.MapID, worldBox))
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{
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foreach (var tile in grid.GetTilesIntersecting(worldBox))
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{
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grid.SetTile(tile.GridIndices, Tile.Empty);
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}
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}
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physics.BodyStatus = BodyStatus.InAir;
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physics.ApplyLinearImpulse(pushVector.Normalized + 1f / singularity.Level * physics.Mass);
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// TODO: Speedcap it probably?
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}
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}
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}
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@@ -11,53 +11,39 @@ namespace Content.Server.Radiation
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[UsedImplicitly]
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public sealed class RadiationPulseSystem : EntitySystem
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{
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private const string RadiationPrototype = "RadiationPulse";
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[Dependency] private readonly IEntityLookup _lookup = default!;
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public IEntity RadiationPulse(
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EntityCoordinates coordinates,
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float range,
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int dps,
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bool decay = true,
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float minPulseLifespan = 0.8f,
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float maxPulseLifespan = 2.5f,
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SoundSpecifier sound = default!)
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{
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var radiationEntity = EntityManager.SpawnEntity(RadiationPrototype, coordinates);
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var radiation = radiationEntity.GetComponent<RadiationPulseComponent>();
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radiation.Range = range;
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radiation.RadsPerSecond = dps;
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radiation.Draw = false;
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radiation.Decay = decay;
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radiation.MinPulseLifespan = minPulseLifespan;
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radiation.MaxPulseLifespan = maxPulseLifespan;
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radiation.Sound = sound;
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radiation.DoPulse();
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return radiationEntity;
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}
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private const float RadiationCooldown = 0.5f;
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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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var lookupSystem = IoCManager.Resolve<IEntityLookup>();
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_accumulator += RadiationCooldown;
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foreach (var comp in ComponentManager.EntityQuery<RadiationPulseComponent>(true))
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while (_accumulator > RadiationCooldown)
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{
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comp.Update(frameTime);
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var ent = comp.Owner;
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_accumulator -= RadiationCooldown;
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if (ent.Deleted) continue;
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foreach (var entity in lookupSystem.GetEntitiesInRange(ent.Transform.Coordinates, comp.Range, true))
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foreach (var comp in ComponentManager.EntityQuery<RadiationPulseComponent>(true))
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{
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if (entity.Deleted) continue;
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comp.Update(frameTime);
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var ent = comp.Owner;
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foreach (var radiation in entity.GetAllComponents<IRadiationAct>().ToArray())
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if (ent.Deleted) continue;
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foreach (var entity in _lookup.GetEntitiesInRange(ent.Transform.Coordinates, comp.Range))
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{
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radiation.RadiationAct(frameTime, comp);
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// For now at least still need this because it uses a list internally then returns and this may be deleted before we get to it.
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if (entity.Deleted) continue;
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// Note: Radiation is liable for a refactor (stinky Sloth coding a basic version when he did StationEvents)
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// so this ToArray doesn't really matter.
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foreach (var radiation in entity.GetAllComponents<IRadiationAct>().ToArray())
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{
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radiation.RadiationAct(RadiationCooldown, comp);
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}
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}
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}
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}
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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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@@ -168,6 +168,8 @@ namespace Content.Server.Singularity.EntitySystems
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private void ShotTimerCallback(EmitterComponent component)
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{
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if (component.Deleted) return;
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// Any power-off condition should result in the timer for this method being cancelled
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// and thus not firing
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DebugTools.Assert(component.IsPowered);
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@@ -1,8 +1,14 @@
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using Content.Server.Ghost.Components;
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using Content.Server.Singularity.Components;
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using Content.Shared.Singularity;
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using Content.Shared.Singularity.Components;
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using JetBrains.Annotations;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Dynamics;
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namespace Content.Server.Singularity.EntitySystems
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@@ -10,7 +16,18 @@ namespace Content.Server.Singularity.EntitySystems
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[UsedImplicitly]
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public class SingularitySystem : SharedSingularitySystem
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{
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private float _updateInterval = 1.0f;
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[Dependency] private readonly IEntityLookup _lookup = default!;
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[Dependency] private readonly IMapManager _mapManager = default!;
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/// <summary>
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/// How much energy the singulo gains from destroying a tile.
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/// </summary>
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private const int TileEnergyGain = 1;
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private const float GravityCooldown = 0.5f;
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private float _gravityAccumulator;
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private int _updateInterval = 1;
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private float _accumulator;
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public override void Initialize()
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@@ -21,47 +38,23 @@ namespace Content.Server.Singularity.EntitySystems
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private void HandleCollide(EntityUid uid, ServerSingularityComponent component, StartCollideEvent args)
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{
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// This handles bouncing off of containment walls.
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// If you want the delete behavior we do it under DeleteEntities for reasons (not everything has physics).
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// If we're being deleted by another singularity, this call is probably for that singularity.
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// Even if not, just don't bother.
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if (component.BeingDeletedByAnotherSingularity)
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return;
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var otherEntity = args.OtherFixture.Body.Owner;
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if (otherEntity.TryGetComponent<IMapGridComponent>(out var mapGridComponent))
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{
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foreach (var tile in mapGridComponent.Grid.GetTilesIntersecting(args.OurFixture.Body.GetWorldAABB()))
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{
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mapGridComponent.Grid.SetTile(tile.GridIndices, Robust.Shared.Map.Tile.Empty);
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component.Energy++;
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}
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return;
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}
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if (otherEntity.HasComponent<ContainmentFieldComponent>() ||
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(otherEntity.TryGetComponent<ContainmentFieldGeneratorComponent>(out var containmentField) && containmentField.CanRepell(component.Owner)))
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{
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return;
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}
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if (otherEntity.IsInContainer())
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return;
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// Singularity priority management / etc.
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if (otherEntity.TryGetComponent<ServerSingularityComponent>(out var otherSingulo))
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otherSingulo.BeingDeletedByAnotherSingularity = true;
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otherEntity.QueueDelete();
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if (otherEntity.TryGetComponent<SinguloFoodComponent>(out var singuloFood))
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component.Energy += singuloFood.Energy;
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else
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component.Energy++;
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// Using this to also get smooth deletions is hard because we need to be hard for good bounce
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// off of containment but also we need to be non-hard so we can freely move through the station.
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// For now I've just made it so only the lookup does deletions and collision is just for fields.
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}
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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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_gravityAccumulator += frameTime;
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_accumulator += frameTime;
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while (_accumulator > _updateInterval)
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@@ -70,7 +63,142 @@ namespace Content.Server.Singularity.EntitySystems
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foreach (var singularity in ComponentManager.EntityQuery<ServerSingularityComponent>())
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{
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singularity.Update(1);
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singularity.Energy -= singularity.EnergyDrain;
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}
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}
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while (_gravityAccumulator > GravityCooldown)
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{
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_gravityAccumulator -= GravityCooldown;
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foreach (var singularity in ComponentManager.EntityQuery<ServerSingularityComponent>())
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{
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Update(singularity, GravityCooldown);
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}
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}
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}
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private void Update(ServerSingularityComponent component, float frameTime)
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{
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if (component.BeingDeletedByAnotherSingularity) return;
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var worldPos = component.Owner.Transform.WorldPosition;
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DestroyEntities(component, worldPos);
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DestroyTiles(component, worldPos);
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PullEntities(component, worldPos);
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}
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private float PullRange(ServerSingularityComponent component)
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{
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// Level 6 is normally 15 range but that's yuge.
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return 2 + component.Level * 2;
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}
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private float DestroyTileRange(ServerSingularityComponent component)
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{
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return component.Level - 0.5f;
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}
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private bool CanDestroy(SharedSingularityComponent component, IEntity entity)
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{
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return entity == component.Owner ||
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entity.HasComponent<IMapGridComponent>() ||
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entity.HasComponent<GhostComponent>() ||
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entity.HasComponent<ContainmentFieldComponent>() ||
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entity.HasComponent<ContainmentFieldGeneratorComponent>();
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}
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private void HandleDestroy(ServerSingularityComponent component, IEntity entity)
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{
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// TODO: Need singuloimmune tag
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if (CanDestroy(component, entity)) return;
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// Singularity priority management / etc.
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if (entity.TryGetComponent<ServerSingularityComponent>(out var otherSingulo))
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{
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// MERGE
|
||||
if (!otherSingulo.BeingDeletedByAnotherSingularity)
|
||||
{
|
||||
component.Energy += otherSingulo.Energy;
|
||||
}
|
||||
|
||||
otherSingulo.BeingDeletedByAnotherSingularity = true;
|
||||
}
|
||||
|
||||
entity.QueueDelete();
|
||||
|
||||
if (entity.TryGetComponent<SinguloFoodComponent>(out var singuloFood))
|
||||
component.Energy += singuloFood.Energy;
|
||||
else
|
||||
component.Energy++;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle deleting entities and increasing energy
|
||||
/// </summary>
|
||||
private void DestroyEntities(ServerSingularityComponent component, Vector2 worldPos)
|
||||
{
|
||||
// The reason we don't /just/ use collision is because we'll be deleting stuff that may not necessarily have physics (e.g. carpets).
|
||||
var destroyRange = DestroyTileRange(component);
|
||||
|
||||
foreach (var entity in _lookup.GetEntitiesInRange(component.Owner.Transform.MapID, worldPos, destroyRange))
|
||||
{
|
||||
HandleDestroy(component, entity);
|
||||
}
|
||||
}
|
||||
|
||||
private bool CanPull(IEntity entity)
|
||||
{
|
||||
return !(entity.HasComponent<GhostComponent>() ||
|
||||
entity.HasComponent<IMapGridComponent>() ||
|
||||
entity.HasComponent<MapComponent>() ||
|
||||
entity.IsInContainer());
|
||||
}
|
||||
|
||||
private void PullEntities(ServerSingularityComponent component, Vector2 worldPos)
|
||||
{
|
||||
// TODO: When we split up dynamic and static trees we might be able to make items always on the broadphase
|
||||
// in which case we can just query dynamictree directly for brrt
|
||||
var pullRange = PullRange(component);
|
||||
var destroyRange = DestroyTileRange(component);
|
||||
|
||||
foreach (var entity in _lookup.GetEntitiesInRange(component.Owner.Transform.MapID, worldPos, pullRange))
|
||||
{
|
||||
// I tried having it so level 6 can de-anchor. BAD IDEA, MASSIVE LAG.
|
||||
if (entity == component.Owner ||
|
||||
!entity.TryGetComponent<PhysicsComponent>(out var collidableComponent) ||
|
||||
collidableComponent.BodyType == BodyType.Static) continue;
|
||||
|
||||
if (!CanPull(entity)) continue;
|
||||
|
||||
var vec = worldPos - entity.Transform.WorldPosition;
|
||||
|
||||
if (vec.Length < destroyRange - 0.01f) continue;
|
||||
|
||||
var speed = vec.Length * component.Level * collidableComponent.Mass;
|
||||
|
||||
// Because tile friction is so high we'll just multiply by mass so stuff like closets can even move.
|
||||
collidableComponent.ApplyLinearImpulse(vec.Normalized * speed);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Destroy any grid tiles within the relevant Level range.
|
||||
/// </summary>
|
||||
private void DestroyTiles(ServerSingularityComponent component, Vector2 worldPos)
|
||||
{
|
||||
var radius = DestroyTileRange(component);
|
||||
|
||||
var circle = new Circle(worldPos, radius);
|
||||
var box = new Box2(worldPos - radius, worldPos + radius);
|
||||
|
||||
foreach (var grid in _mapManager.FindGridsIntersecting(component.Owner.Transform.MapID, box))
|
||||
{
|
||||
foreach (var tile in grid.GetTilesIntersecting(circle))
|
||||
{
|
||||
if (tile.Tile.IsEmpty) continue;
|
||||
grid.SetTile(tile.GridIndices, Tile.Empty);
|
||||
component.Energy += TileEnergyGain;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -53,7 +53,8 @@ namespace Content.Shared.Friction
|
||||
foreach (var body in map.AwakeBodies)
|
||||
{
|
||||
// Only apply friction when it's not a mob (or the mob doesn't have control)
|
||||
if (prediction && !body.Predict ||
|
||||
if (body.Deleted ||
|
||||
prediction && !body.Predict ||
|
||||
body.BodyStatus == BodyStatus.InAir ||
|
||||
Mover.UseMobMovement(body.Owner.Uid)) continue;
|
||||
|
||||
|
||||
@@ -0,0 +1,9 @@
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Shared.Singularity.Components
|
||||
{
|
||||
public abstract class SharedContainmentFieldComponent : Component
|
||||
{
|
||||
public override string Name => "ContainmentField";
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Shared.Singularity.Components
|
||||
{
|
||||
public abstract class SharedContainmentFieldGeneratorComponent : Component
|
||||
{
|
||||
public override string Name => "ContainmentFieldGenerator";
|
||||
}
|
||||
}
|
||||
@@ -12,8 +12,6 @@ namespace Content.Shared.Singularity.Components
|
||||
{
|
||||
public override string Name => "Singularity";
|
||||
|
||||
[DataField("deleteFixture")] public string? DeleteFixtureId { get; } = default;
|
||||
|
||||
/// <summary>
|
||||
/// Changed by <see cref="SharedSingularitySystem.ChangeSingularityLevel"/>
|
||||
/// </summary>
|
||||
|
||||
@@ -4,11 +4,14 @@ using Content.Shared.Singularity.Components;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Maths;
|
||||
using Robust.Shared.Physics.Collision.Shapes;
|
||||
using Robust.Shared.Physics.Dynamics;
|
||||
|
||||
namespace Content.Shared.Singularity
|
||||
{
|
||||
public abstract class SharedSingularitySystem : EntitySystem
|
||||
{
|
||||
public const string DeleteFixture = "DeleteCircle";
|
||||
|
||||
private float GetFalloff(int level)
|
||||
{
|
||||
return level switch
|
||||
@@ -72,8 +75,7 @@ namespace Content.Shared.Singularity
|
||||
}
|
||||
|
||||
if (physics != null &&
|
||||
singularity.DeleteFixtureId != null &&
|
||||
physics.GetFixture(singularity.DeleteFixtureId) is {Shape: PhysShapeCircle circle})
|
||||
physics.GetFixture(DeleteFixture) is {Shape: PhysShapeCircle circle})
|
||||
{
|
||||
circle.Radius = value - 0.5f;
|
||||
}
|
||||
@@ -86,5 +88,24 @@ namespace Content.Shared.Singularity
|
||||
|
||||
singularity.Dirty();
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
SubscribeLocalEvent<SharedSingularityComponent, PreventCollideEvent>(HandleFieldCollision);
|
||||
}
|
||||
|
||||
private void HandleFieldCollision(EntityUid uid, SharedSingularityComponent component, PreventCollideEvent args)
|
||||
{
|
||||
var other = args.BodyB.Owner;
|
||||
|
||||
if ((!other.HasComponent<SharedContainmentFieldComponent>() &&
|
||||
!other.HasComponent<SharedContainmentFieldGeneratorComponent>()) ||
|
||||
component.Level >= 4)
|
||||
{
|
||||
args.Cancel();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -11,20 +11,21 @@
|
||||
shape:
|
||||
!type:PhysShapeCircle
|
||||
radius: 0.5
|
||||
mass: 5
|
||||
# Keep an eye on ParticlesProjectile when adjusting these
|
||||
layer:
|
||||
- Impassable
|
||||
restitution: 0.9
|
||||
mask:
|
||||
- AllMask
|
||||
layer:
|
||||
- AllMask
|
||||
- type: Singularity
|
||||
- type: SingularityDistortion
|
||||
- type: RadiationPulse
|
||||
range: 15
|
||||
decay: false
|
||||
dps: 1
|
||||
- type: Sprite
|
||||
sprite: Structures/Power/Generation/Singularity/singularity_1.rsi
|
||||
state: singularity_1
|
||||
netsync: false
|
||||
- type: Icon
|
||||
sprite: Structures/Power/Generation/Singularity/singularity_1.rsi
|
||||
state: singularity_1
|
||||
|
||||
Reference in New Issue
Block a user