Files
tbd-station-14/Content.Server/GameObjects/Components/Power/PowerNetComponents/RadiationCollectorComponent.cs
Paul Ritter 6a0aa9b72f Singularity, Particle Accelerator & Radiation Collectors (#2169)
* basic radiation generator

* might need this

* thonk

* big thonk

* oop

* e

* werks

* sprite

* oopsy woopsy

* radiation

* clean up file

* makes it work, probably

* minor fixes

* resources

* progress on component

* this will no longer be necessary

* radiation go brrrr

* finally fix container issues

* out var

Co-authored-by: Remie Richards <remierichards@gmail.com>

* second out fix

* another out fix

Co-authored-by: Remie Richards <remierichards@gmail.com>

* switch case

* fix switch

* sound and improvements

* nullable

* basic containment field system

* ensure alignment

* fix beam placement logic

* field generation fully working

* fix potential crash

* working containment functionality

* extremely basic emitter functionality

* fix radiation panel naming

* emitter stuff

* oopsies

* fixes

* some fixes

* cleanup

* small fix and move emitter file

* add sprite resources for PA

* slight rework of the singulo
adds rads

* pushing for smugleaf :)

* added radiationpanels

* some fixes for the singulo

* containmentfield

* pa wip

* progress

* pa working

* emitter fix

* works :)

* ui works

* some work on ui & pa

* progress

* ui work & misc fixes

* GREYSCALE

* pa ui polish
containmentfieldgen rework

* singulo rework
added snapgrid

* getcomponent get out

* singulo rework
added collisiongroups underplating & passable

* yaml work:
- collision boxes
- singulo now unshaded

* no unlit

* misc changes

* pa wires

* add usability check

* nullable enable

* minor fix

* power need added

* reenables containment field energy drain
menu close button
singularity collider fix

* sprite replacement

* finished singulo pulling

* pjb fixes

* fixing sprites & minor adjustments

* decrease containmentfield power

* some yml adjustments

* unlit layers
singulogenerator

* singulogen

* everything works just not the powergetting on the pa
i wanna die

* Adds PA construction graphs, PA construction works

* Snap to grid parts when completing construction

* updated to newest master

* inb4 i work on power

* fixes upstream merge
adds power need to particleaccelerator

* properly implements power & apc power

* Emitters are now fancy.

* I have actually no idea how this happened.

* Give PA a wiring LayoutId

* PA is an acronym

* indicators
fixes hacking

* Singulo is a word you blasphemous IDE.

* Rewrite the PA.

* Fancy names for PA parts.

* Wiring fixes, strength wire cutting.

* fixes projectile & ignores components

* nullability errors

* fixes integration tests

Co-authored-by: unusualcrow <unusualcrow@protonmail.com>
Co-authored-by: L.E.D <10257081+unusualcrow@users.noreply.github.com>
Co-authored-by: Remie Richards <remierichards@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
2020-10-28 19:19:47 +01:00

98 lines
3.0 KiB
C#

using System;
using System.Threading;
using Content.Server.Utility;
using Content.Shared.GameObjects.Components;
using Content.Shared.GameObjects.Components.Doors;
using Content.Shared.GameObjects.Components.Singularity;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Timer = Robust.Shared.Timers.Timer;
namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
{
[RegisterComponent]
public class RadiationCollectorComponent : PowerSupplierComponent, IInteractHand, IRadiationAct
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
public override string Name => "RadiationCollector";
private bool _enabled;
private TimeSpan _coolDownEnd;
private PhysicsComponent _collidableComponent;
public override void Initialize()
{
base.Initialize();
if (!Owner.TryGetComponent(out _collidableComponent))
{
Logger.Error("RadiationCollectorComponent created with no CollidableComponent");
return;
}
_collidableComponent.AnchoredChanged += OnAnchoredChanged;
}
private void OnAnchoredChanged()
{
if(_collidableComponent.Anchored) Owner.SnapToGrid();
}
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
{
var curTime = _gameTiming.CurTime;
if(curTime < _coolDownEnd)
return true;
if (!_enabled)
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("The collector turns on."));
EnableCollection();
}
else
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("The collector turns off."));
DisableCollection();
}
_coolDownEnd = curTime + TimeSpan.FromSeconds(0.81f);
return true;
}
void EnableCollection()
{
_enabled = true;
SetAppearance(RadiationCollectorVisualState.Activating);
}
void DisableCollection()
{
_enabled = false;
SetAppearance(RadiationCollectorVisualState.Deactivating);
}
public void RadiationAct(float frameTime, SharedRadiationPulseComponent radiation)
{
if (!_enabled) return;
SupplyRate = (int) (frameTime * radiation.RadsPerSecond * 3000f);
}
protected void SetAppearance(RadiationCollectorVisualState state)
{
if (Owner.TryGetComponent(out AppearanceComponent appearance))
{
appearance.SetData(RadiationCollectorVisuals.VisualState, state);
}
}
}
}