Files
tbd-station-14/Content.Server/GameObjects/Components/Singularity/ContainmentFieldGeneratorComponent.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

207 lines
7.6 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.GameObjects.Components.Projectiles;
using Content.Server.Utility;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Physics;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Physics;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Singularity
{
[RegisterComponent]
public class ContainmentFieldGeneratorComponent : Component, ICollideBehavior
{
[Dependency] private IPhysicsManager _physicsManager = null!;
[Dependency] private IEntityManager _entityManager = null!;
public override string Name => "ContainmentFieldGenerator";
private int _powerBuffer;
[ViewVariables]
public int PowerBuffer
{
get => _powerBuffer;
set => _powerBuffer = Math.Clamp(value, 0, 6);
}
public void ReceivePower(int power)
{
var totalPower = power + PowerBuffer;
var powerPerConnection = totalPower / 2;
var newBuffer = totalPower % 2;
TryPowerConnection(ref _connection1, ref newBuffer, powerPerConnection);
TryPowerConnection(ref _connection2, ref newBuffer, powerPerConnection);
PowerBuffer = newBuffer;
}
private void TryPowerConnection(ref Tuple<Direction, ContainmentFieldConnection>? connectionProperty, ref int powerBuffer, int powerPerConnection)
{
if (connectionProperty != null)
{
connectionProperty.Item2.SharedEnergyPool += powerPerConnection;
}
else
{
if (TryGenerateFieldConnection(ref connectionProperty))
{
connectionProperty.Item2.SharedEnergyPool += powerPerConnection;
}
else
{
powerBuffer += powerPerConnection;
}
}
}
private PhysicsComponent? _collidableComponent;
private Tuple<Direction, ContainmentFieldConnection>? _connection1;
private Tuple<Direction, ContainmentFieldConnection>? _connection2;
public bool CanRepell(IEntity toRepell) => _connection1?.Item2?.CanRepell(toRepell) == true ||
_connection2?.Item2?.CanRepell(toRepell) == true;
public override void Initialize()
{
base.Initialize();
if (!Owner.TryGetComponent(out _collidableComponent))
{
Logger.Error("ContainmentFieldGeneratorComponent created with no CollidableComponent");
return;
}
_collidableComponent.AnchoredChanged += OnAnchoredChanged;
}
private void OnAnchoredChanged()
{
if(_collidableComponent?.Anchored == true)
{
Owner.SnapToGrid();
}
else
{
_connection1?.Item2.Dispose();
_connection2?.Item2.Dispose();
}
}
private bool IsConnectedWith(ContainmentFieldGeneratorComponent comp)
{
return comp == this || _connection1?.Item2.Generator1 == comp || _connection1?.Item2.Generator2 == comp ||
_connection2?.Item2.Generator1 == comp || _connection2?.Item2.Generator2 == comp;
}
public bool HasFreeConnections()
{
return _connection1 == null || _connection2 == null;
}
private bool TryGenerateFieldConnection([NotNullWhen(true)] ref Tuple<Direction, ContainmentFieldConnection>? propertyFieldTuple)
{
if (propertyFieldTuple != null) return false;
if(_collidableComponent?.Anchored == false) return false;
foreach (var direction in new[] {Direction.North, Direction.East, Direction.South, Direction.West})
{
if (_connection1?.Item1 == direction || _connection2?.Item1 == direction) continue;
var dirVec = direction.ToVec();
var ray = new CollisionRay(Owner.Transform.WorldPosition, dirVec, (int) CollisionGroup.MobMask);
var rawRayCastResults = _physicsManager.IntersectRay(Owner.Transform.MapID, ray, 4.5f, Owner, false);
var rayCastResults = rawRayCastResults as RayCastResults[] ?? rawRayCastResults.ToArray();
if(!rayCastResults.Any()) continue;
RayCastResults? closestResult = null;
var smallestDist = 4.5f;
foreach (var res in rayCastResults)
{
if (res.Distance > smallestDist) continue;
smallestDist = res.Distance;
closestResult = res;
}
if(closestResult == null) continue;
var ent = closestResult.Value.HitEntity;
if (!ent.TryGetComponent<ContainmentFieldGeneratorComponent>(out var fieldGeneratorComponent) ||
fieldGeneratorComponent.Owner == Owner ||
!fieldGeneratorComponent.HasFreeConnections() ||
IsConnectedWith(fieldGeneratorComponent) ||
!ent.TryGetComponent<PhysicsComponent>(out var collidableComponent) ||
!collidableComponent.Anchored)
{
continue;
}
var connection = new ContainmentFieldConnection(this, fieldGeneratorComponent);
propertyFieldTuple = new Tuple<Direction, ContainmentFieldConnection>(direction, connection);
if (fieldGeneratorComponent._connection1 == null)
{
fieldGeneratorComponent._connection1 = new Tuple<Direction, ContainmentFieldConnection>(direction.GetOpposite(), connection);
}
else if (fieldGeneratorComponent._connection2 == null)
{
fieldGeneratorComponent._connection2 = new Tuple<Direction, ContainmentFieldConnection>(direction.GetOpposite(), connection);
}
else
{
Logger.Error("When trying to connect two Containmentfieldgenerators, the second one already had two connection but the check didn't catch it");
}
return true;
}
return false;
}
public void RemoveConnection(ContainmentFieldConnection? connection)
{
if (_connection1?.Item2 == connection)
{
_connection1 = null;
}else if (_connection2?.Item2 == connection)
{
_connection2 = null;
}
else if(connection != null)
{
Logger.Error("RemoveConnection called on Containmentfieldgenerator with a connection that can't be found in its connections.");
}
}
public void CollideWith(IEntity collidedWith)
{
if(collidedWith.HasComponent<EmitterBoltComponent>())
{
ReceivePower(4);
}
}
public override void OnRemove()
{
_connection1?.Item2.Dispose();
_connection2?.Item2.Dispose();
base.OnRemove();
}
}
}