Re-organize all projects (#4166)

This commit is contained in:
DrSmugleaf
2021-06-09 22:19:39 +02:00
committed by GitHub
parent 9f50e4061b
commit ff1a2d97ea
1773 changed files with 5258 additions and 5508 deletions

View File

@@ -0,0 +1,185 @@
#nullable enable
using System.Linq;
using Content.Server.Radiation;
using Content.Shared.Singularity;
using Content.Shared.Singularity.Components;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Player;
using Robust.Shared.Players;
using Robust.Shared.Timing;
using Robust.Shared.ViewVariables;
namespace Content.Server.Singularity.Components
{
[RegisterComponent]
public class ServerSingularityComponent : SharedSingularityComponent, IStartCollide
{
[ViewVariables(VVAccess.ReadWrite)]
public int Energy
{
get => _energy;
set
{
if (value == _energy) return;
_energy = value;
if (_energy <= 0)
{
Owner.Delete();
return;
}
Level = _energy switch
{
var n when n >= 1500 => 6,
var n when n >= 1000 => 5,
var n when n >= 600 => 4,
var n when n >= 300 => 3,
var n when n >= 200 => 2,
var n when n < 200 => 1,
_ => 1
};
}
}
private int _energy = 180;
[ViewVariables]
public int Level
{
get => _level;
set
{
if (value == _level) return;
if (value < 0) value = 0;
if (value > 6) value = 6;
if ((_level > 1) && (value <= 1))
{
// Prevents it getting stuck (see SingularityController.MoveSingulo)
if (_collidableComponent != null) _collidableComponent.LinearVelocity = Vector2.Zero;
}
_level = value;
if(_radiationPulseComponent != null) _radiationPulseComponent.RadsPerSecond = 10 * value;
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(SingularityVisuals.Level, _level);
}
if (_collidableComponent != null && _collidableComponent.Fixtures.Any() && _collidableComponent.Fixtures[0].Shape is PhysShapeCircle circle)
{
circle.Radius = _level - 0.5f;
}
Dirty();
}
}
private int _level;
[ViewVariables]
public int EnergyDrain =>
Level switch
{
6 => 20,
5 => 15,
4 => 10,
3 => 5,
2 => 2,
1 => 1,
_ => 0
};
// This is an interesting little workaround.
// See, two singularities queuing deletion of each other at the same time will annihilate.
// This is undesirable behaviour, so this flag allows the imperatively first one processed to take priority.
[ViewVariables(VVAccess.ReadWrite)]
public bool BeingDeletedByAnotherSingularity { get; set; } = false;
private PhysicsComponent _collidableComponent = default!;
private RadiationPulseComponent _radiationPulseComponent = default!;
private SpriteComponent _spriteComponent = default!;
private IPlayingAudioStream? _playingSound;
public override ComponentState GetComponentState(ICommonSession player)
{
return new SingularityComponentState(Level);
}
public override void Initialize()
{
base.Initialize();
Owner.EnsureComponent(out _radiationPulseComponent);
Owner.EnsureComponent(out _collidableComponent);
Owner.EnsureComponent(out _spriteComponent);
var audioParams = AudioParams.Default;
audioParams.Loop = true;
audioParams.MaxDistance = 20f;
audioParams.Volume = 5;
SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Effects/singularity_form.ogg", Owner);
Timer.Spawn(5200,() => _playingSound = SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Effects/singularity.ogg", Owner, audioParams));
Level = 1;
}
public void Update(int seconds)
{
Energy -= EnergyDrain * seconds;
}
void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
{
// If we're being deleted by another singularity, this call is probably for that singularity.
// Even if not, just don't bother.
if (BeingDeletedByAnotherSingularity)
return;
var otherEntity = otherFixture.Body.Owner;
if (otherEntity.TryGetComponent<IMapGridComponent>(out var mapGridComponent))
{
foreach (var tile in mapGridComponent.Grid.GetTilesIntersecting(ourFixture.Body.GetWorldAABB()))
{
mapGridComponent.Grid.SetTile(tile.GridIndices, Robust.Shared.Map.Tile.Empty);
Energy++;
}
return;
}
if (otherEntity.HasComponent<ContainmentFieldComponent>() || (otherEntity.TryGetComponent<ContainmentFieldGeneratorComponent>(out var component) && component.CanRepell(Owner)))
{
return;
}
if (otherEntity.IsInContainer())
return;
// Singularity priority management / etc.
if (otherEntity.TryGetComponent<ServerSingularityComponent>(out var otherSingulo))
otherSingulo.BeingDeletedByAnotherSingularity = true;
otherEntity.QueueDelete();
if (otherEntity.TryGetComponent<SinguloFoodComponent>(out var singuloFood))
Energy += singuloFood.Energy;
else
Energy++;
}
public override void OnRemove()
{
_playingSound?.Stop();
SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Effects/singularity_collapse.ogg", Owner.Transform.Coordinates);
base.OnRemove();
}
}
}