* 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>
310 lines
10 KiB
C#
310 lines
10 KiB
C#
using System;
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using System.Threading;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Access;
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using Content.Server.GameObjects.Components.Power.PowerNetComponents;
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using Content.Server.GameObjects.Components.Projectiles;
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using Content.Server.Interfaces;
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using Content.Server.Utility;
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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 Content.Shared.Physics;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.ComponentDependencies;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Random;
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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 Robust.Shared.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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using Timer = Robust.Shared.Timers.Timer;
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#nullable enable
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namespace Content.Server.GameObjects.Components.Singularity
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{
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[RegisterComponent]
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[ComponentReference(typeof(IActivate))]
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public class EmitterComponent : Component, IActivate, IInteractUsing
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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[Dependency] private readonly IRobustRandom _robustRandom = default!;
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[ComponentDependency] private AppearanceComponent? _appearance;
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[ComponentDependency] private AccessReader? _accessReader;
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public override string Name => "Emitter";
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private CancellationTokenSource? _timerCancel;
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private PhysicsComponent _collidableComponent = default!;
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private PowerConsumerComponent _powerConsumer = default!;
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// whether the power switch is in "on"
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[ViewVariables] private bool _isOn;
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// Whether the power switch is on AND the machine has enough power (so is actively firing)
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[ViewVariables] private bool _isPowered;
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[ViewVariables] private bool _isLocked;
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[ViewVariables(VVAccess.ReadWrite)] private int _fireShotCounter;
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[ViewVariables(VVAccess.ReadWrite)] private string _fireSound = default!;
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[ViewVariables(VVAccess.ReadWrite)] private string _boltType = default!;
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[ViewVariables(VVAccess.ReadWrite)] private int _powerUseActive;
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[ViewVariables(VVAccess.ReadWrite)] private int _fireBurstSize;
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[ViewVariables(VVAccess.ReadWrite)] private TimeSpan _fireInterval;
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[ViewVariables(VVAccess.ReadWrite)] private TimeSpan _fireBurstDelayMin;
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[ViewVariables(VVAccess.ReadWrite)] private TimeSpan _fireBurstDelayMax;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _fireBurstDelayMin, "fireBurstDelayMin", TimeSpan.FromSeconds(2));
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serializer.DataField(ref _fireBurstDelayMax, "fireBurstDelayMax", TimeSpan.FromSeconds(10));
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serializer.DataField(ref _fireInterval, "fireInterval", TimeSpan.FromSeconds(2));
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serializer.DataField(ref _fireBurstSize, "fireBurstSize", 3);
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serializer.DataField(ref _powerUseActive, "powerUseActive", 500);
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serializer.DataField(ref _boltType, "boltType", "EmitterBolt");
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serializer.DataField(ref _fireSound, "fireSound", "/Audio/Weapons/emitter.ogg");
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}
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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($"EmitterComponent {Owner} created with no CollidableComponent");
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return;
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}
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if (!Owner.TryGetComponent(out _powerConsumer!))
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{
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Logger.Error($"EmitterComponent {Owner} created with no PowerConsumerComponent");
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return;
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}
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_collidableComponent.AnchoredChanged += OnAnchoredChanged;
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_powerConsumer.OnReceivedPowerChanged += OnReceivedPowerChanged;
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}
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private void OnReceivedPowerChanged(object? sender, ReceivedPowerChangedEventArgs e)
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{
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if (!_isOn)
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{
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return;
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}
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if (e.ReceivedPower < e.DrawRate)
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{
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PowerOff();
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}
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else
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{
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PowerOn();
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}
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}
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private void OnAnchoredChanged()
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{
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if (_collidableComponent.Anchored)
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Owner.SnapToGrid();
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}
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void IActivate.Activate(ActivateEventArgs eventArgs)
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{
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if (_isLocked)
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("{0:TheName} is access locked!", Owner));
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return;
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}
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if (!_isOn)
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{
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SwitchOn();
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Owner.PopupMessage(eventArgs.User, Loc.GetString("{0:TheName} turns on.", Owner));
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}
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else
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{
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SwitchOff();
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Owner.PopupMessage(eventArgs.User, Loc.GetString("{0:TheName} turns off.", Owner));
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}
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}
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Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
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{
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if (_accessReader == null || !eventArgs.Using.TryGetComponent(out IAccess? access))
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{
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return Task.FromResult(false);
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}
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if (_accessReader.IsAllowed(access))
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{
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_isLocked ^= true;
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if (_isLocked)
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("You lock {0:TheName}.", Owner));
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}
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else
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("You unlock {0:TheName}.", Owner));
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}
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UpdateAppearance();
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}
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else
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("Access denied."));
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}
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return Task.FromResult(true);
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}
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private void SwitchOff()
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{
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_isOn = false;
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_powerConsumer.DrawRate = 0;
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PowerOff();
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UpdateAppearance();
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}
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private void SwitchOn()
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{
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_isOn = true;
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_powerConsumer.DrawRate = _powerUseActive;
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// Do not directly PowerOn().
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// OnReceivedPowerChanged will get fired due to DrawRate change which will turn it on.
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UpdateAppearance();
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}
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private void PowerOff()
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{
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if (!_isPowered)
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{
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return;
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}
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_isPowered = false;
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// Must be set while emitter powered.
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DebugTools.AssertNotNull(_timerCancel);
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_timerCancel!.Cancel();
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UpdateAppearance();
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}
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private void PowerOn()
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{
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if (_isPowered)
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{
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return;
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}
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_isPowered = true;
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_fireShotCounter = 0;
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_timerCancel = new CancellationTokenSource();
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Timer.Spawn(_fireBurstDelayMax, ShotTimerCallback, _timerCancel.Token);
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UpdateAppearance();
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}
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private void ShotTimerCallback()
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{
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// Any power-off condition should result in the timer for this method being cancelled
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// and thus not firing
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DebugTools.Assert(_isPowered);
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DebugTools.Assert(_isOn);
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DebugTools.Assert(_powerConsumer.DrawRate <= _powerConsumer.ReceivedPower);
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Fire();
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TimeSpan delay;
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if (_fireShotCounter < _fireBurstSize)
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{
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_fireShotCounter += 1;
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delay = _fireInterval;
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}
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else
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{
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_fireShotCounter = 0;
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var diff = _fireBurstDelayMax - _fireBurstDelayMin;
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// TIL you can do TimeSpan * double.
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delay = _fireBurstDelayMin + _robustRandom.NextFloat() * diff;
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}
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// Must be set while emitter powered.
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DebugTools.AssertNotNull(_timerCancel);
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Timer.Spawn(delay, ShotTimerCallback, _timerCancel!.Token);
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}
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private void Fire()
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{
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var projectile = _entityManager.SpawnEntity(_boltType, Owner.Transform.Coordinates);
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if (!projectile.TryGetComponent<PhysicsComponent>(out var physicsComponent))
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{
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Logger.Error("Emitter tried firing a bolt, but it was spawned without a CollidableComponent");
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return;
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}
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physicsComponent.Status = BodyStatus.InAir;
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if (!projectile.TryGetComponent<ProjectileComponent>(out var projectileComponent))
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{
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Logger.Error("Emitter tried firing a bolt, but it was spawned without a ProjectileComponent");
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return;
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}
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projectileComponent.IgnoreEntity(Owner);
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physicsComponent
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.EnsureController<BulletController>()
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.LinearVelocity = Owner.Transform.WorldRotation.ToVec() * 20f;
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projectile.Transform.LocalRotation = Owner.Transform.WorldRotation;
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// TODO: Move to projectile's code.
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Timer.Spawn(3000, () => projectile.Delete());
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EntitySystem.Get<AudioSystem>().PlayFromEntity(_fireSound, Owner);
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}
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private void UpdateAppearance()
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{
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if (_appearance == null)
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{
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return;
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}
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EmitterVisualState state;
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if (_isPowered)
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{
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state = EmitterVisualState.On;
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}
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else if (_isOn)
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{
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state = EmitterVisualState.Underpowered;
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}
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else
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{
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state = EmitterVisualState.Off;
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}
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_appearance.SetData(EmitterVisuals.VisualState, state);
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_appearance.SetData(EmitterVisuals.Locked, _isLocked);
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}
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}
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}
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