* First pass * Fix access and rename banananium to bananium * Fix captialization of CookTimeInfoLabel * Fix InteractUsing calls * Remove unused [Dependency] * Replace obsolete references to Anchored with BodyType * Assign default value to shoving someone in disposals * Fix naming * Replace Initialize TryGetComponents with EnsureComponent * Rework AnchorableComponent * Fix singularity component * Replace obsolete usages of Angle.South * Fix efcore warning * Fix container tests * Fix DebugPressurePump invalid PressurePump yaml * Fix getting pathfinding region of grid 0 * Fix atmos plaque missing layer and add info message when it happens * Fix AiSteeringSystem steering in an invalid grid in entity test * Make content able to choose which log level leads to test failures * Revert container test fix for Acruid * Fix sprite, pipe and saving errors Make EntityTest print all errors instead of stopping on the first * Reorder singularity visualizer * Disable pvs for container occlusion adn simple predict reconcile, they use entities other than map ones Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
289 lines
9.5 KiB
C#
289 lines
9.5 KiB
C#
#nullable enable
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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.Shared.Audio;
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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.Shared.Audio;
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using Robust.Shared.GameObjects;
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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.Physics;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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using Timer = Robust.Shared.Timing.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 IRobustRandom _robustRandom = default!;
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[ComponentDependency] private readonly AppearanceComponent? _appearance = default;
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[ComponentDependency] private readonly AccessReader? _accessReader = default;
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public override string Name => "Emitter";
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private CancellationTokenSource? _timerCancel;
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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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// For the "emitter fired" sound
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private const float Variation = 0.25f;
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private const float Volume = 0.5f;
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private const float Distance = 3f;
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[ViewVariables(VVAccess.ReadWrite)] private int _fireShotCounter;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("fireSound")] private string _fireSound = "/Audio/Weapons/emitter.ogg";
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[ViewVariables(VVAccess.ReadWrite)] [DataField("boltType")] private string _boltType = "EmitterBolt";
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[ViewVariables(VVAccess.ReadWrite)] [DataField("powerUseActive")] private int _powerUseActive = 500;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("fireBurstSize")] private int _fireBurstSize = 3;
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[ViewVariables(VVAccess.ReadWrite)] [DataField("fireInterval")] private TimeSpan _fireInterval = TimeSpan.FromSeconds(2);
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[ViewVariables(VVAccess.ReadWrite)] [DataField("fireBurstDelayMin")] private TimeSpan _fireBurstDelayMin = TimeSpan.FromSeconds(2);
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[ViewVariables(VVAccess.ReadWrite)] [DataField("fireBurstDelayMax")] private TimeSpan _fireBurstDelayMax = TimeSpan.FromSeconds(10);
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public override void Initialize()
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{
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base.Initialize();
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Owner.EnsureComponent<PowerConsumerComponent>(out _powerConsumer);
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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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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("comp-emitter-access-locked", ("target", Owner)));
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return;
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}
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if (Owner.TryGetComponent(out PhysicsComponent? phys) && phys.BodyType == BodyType.Static)
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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("comp-emitter-turned-on", ("target", 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("comp-emitter-turned-off", ("target", Owner)));
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}
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}
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else
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("comp-emitter-not-anchored", ("target", 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("comp-emitter-lock", ("target", Owner)));
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}
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else
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{
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Owner.PopupMessage(eventArgs.User, Loc.GetString("comp-emitter-unlock", ("target", 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("comp-emitter-access-denied"));
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}
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return Task.FromResult(true);
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}
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public 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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public 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 = Owner.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 PhysicsComponent");
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return;
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}
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physicsComponent.BodyStatus = 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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.LinearVelocity = Owner.Transform.WorldRotation.ToWorldVec() * 20f;
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projectile.Transform.WorldRotation = 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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SoundSystem.Play(Filter.Pvs(Owner), _fireSound, Owner,
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AudioHelpers.WithVariation(Variation).WithVolume(Volume).WithMaxDistance(Distance));
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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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