more component ref removal + combining server/client comps (#13178)

Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
This commit is contained in:
Nemanja
2022-12-24 23:28:21 -05:00
committed by GitHub
parent fddcc0cece
commit faca40b8d5
78 changed files with 504 additions and 643 deletions

View File

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using Robust.Shared.GameStates;
using Content.Shared.Singularity.EntitySystems;
using Robust.Shared.Audio;
namespace Content.Shared.Singularity.Components;
/// <summary>
/// A component that makes the associated entity accumulate energy when an associated event horizon consumes things.
/// Energy management is server-side.
/// </summary>
[RegisterComponent, NetworkedComponent]
public sealed class SingularityComponent : Component
{
/// <summary>
/// The current level of the singularity.
/// Used as a scaling factor for things like visual size, event horizon radius, gravity well radius, radiation output, etc.
/// If you want to set this use <see cref="SharedSingularitySystem.SetLevel"/>().
/// </summary>
[DataField("level")]
[Access(friends:typeof(SharedSingularitySystem), Other=AccessPermissions.Read, Self=AccessPermissions.Read)]
public byte Level = 1;
/// <summary>
/// The amount of radiation this singularity emits per its level.
/// Has to be on shared in case someone attaches a RadiationPulseComponent to the singularity.
/// If you want to set this use <see cref="SharedSingularitySystem.SetRadsPerLevel"/>().
/// </summary>
[DataField("radsPerLevel")]
[Access(friends:typeof(SharedSingularitySystem), Other=AccessPermissions.Read, Self=AccessPermissions.Read)]
[ViewVariables(VVAccess.ReadWrite)]
public float RadsPerLevel = 2f;
/// <summary>
/// The amount of energy this singularity contains.
/// </summary>
[DataField("energy")]
public float Energy = 180f;
/// <summary>
/// The rate at which this singularity loses energy over time.
/// </summary>
[DataField("energyLoss")]
[ViewVariables(VVAccess.ReadWrite)]
public float EnergyDrain;
#region Audio
/// <summary>
/// The sound that this singularity produces by existing.
/// </summary>
[DataField("ambientSound")]
[ViewVariables(VVAccess.ReadOnly)]
public SoundSpecifier? AmbientSound = new SoundPathSpecifier(
"/Audio/Effects/singularity_form.ogg",
AudioParams.Default.WithVolume(5).WithLoop(true).WithMaxDistance(20f)
);
/// <summary>
/// The audio stream that plays the sound specified by <see cref="AmbientSound"/> on loop.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public IPlayingAudioStream? AmbientSoundStream = null;
/// <summary>
/// The sound that the singularity produces when it forms.
/// </summary>
[DataField("formationSound")]
[ViewVariables(VVAccess.ReadOnly)]
public SoundSpecifier? FormationSound = null;
/// <summary>
/// The sound that the singularity produces when it dissipates.
/// </summary>
[DataField("dissipationSound")]
[ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier? DissipationSound = new SoundPathSpecifier(
"/Audio/Effects/singularity_collapse.ogg",
AudioParams.Default
);
#endregion Audio
#region Update Timing
/// <summary>
/// The amount of time that should elapse between automated updates to this singularity.
/// </summary>
[DataField("updatePeriod")]
[ViewVariables(VVAccess.ReadOnly)]
public TimeSpan TargetUpdatePeriod = TimeSpan.FromSeconds(1.0);
/// <summary>
/// </summary>
[ViewVariables(VVAccess.ReadOnly)]
public TimeSpan NextUpdateTime = default!;
/// <summary>
/// The last time this singularity was updated.
/// </summary>
[ViewVariables(VVAccess.ReadOnly)]
public TimeSpan LastUpdateTime = default!;
#endregion Update Timing
}