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