* InitialCommit (Broken) * Fixes compile errors * PR comments. More doc comments. Fixes * Makes a singularity/event horizon without radiation/physics a valid state to be in * VV 'fake' setters, fixes the visualizer, fixes the singularity trying to eat itself instead of nearby things. * Removes unused dependency from Content.Client.GravityWellSystem * Testing containment and fake VV setters for SingularityGeneratorComponent * Fixes gravity wells (broken due to LookupFlags.None). Adds recursive Event Horizon consumption * Fix merge skew * Fixes for the master merge * Fix engine commit * Dirty is obsolete * Switch over dirty * Fix requested changes * ambiant -> ambient * Moves EventHorionComponent to Shared * Proper container handling * Fixes master merge. Fixes post insertion assertions for singularities. Extends proper container handling to gravity wells and the distortion shader. * Better support for admemes throwing singularities. * Moves update timing from accumulators to target times * Update doc comments
34 lines
1.2 KiB
C#
34 lines
1.2 KiB
C#
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
|
|
|
|
using Content.Server.Singularity.EntitySystems;
|
|
|
|
namespace Content.Server.Singularity.Components;
|
|
|
|
[RegisterComponent]
|
|
public sealed class SingularityGeneratorComponent : Component
|
|
{
|
|
/// <summary>
|
|
/// The amount of power this generator has accumulated.
|
|
/// If you want to set this use <see cref="SingularityGeneratorSystem.SetPower"/>
|
|
/// </summary>
|
|
[DataField("power")]
|
|
[Access(friends:typeof(SingularityGeneratorSystem))]
|
|
public float Power = 0;
|
|
|
|
/// <summary>
|
|
/// The power threshold at which this generator will spawn a singularity.
|
|
/// If you want to set this use <see cref="SingularityGeneratorSystem.SetThreshold"/>
|
|
/// </summary>
|
|
[DataField("threshold")]
|
|
[Access(friends:typeof(SingularityGeneratorSystem))]
|
|
public float Threshold = 16;
|
|
|
|
/// <summary>
|
|
/// The prototype ID used to spawn a singularity.
|
|
/// </summary>
|
|
[DataField("spawnId", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public string? SpawnPrototype = "Singularity";
|
|
}
|