* 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 Adds recursive Event Horizon consumption * Fix merge skew * Fixes for the master merge * Fix engine commit * Dirty is obsolete * Switch over dirty * Fix requested changes * ambiant -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
142 lines
5.8 KiB
C#
142 lines
5.8 KiB
C#
using Content.Server.ParticleAccelerator.Components;
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using Content.Server.Singularity.Components;
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using Content.Shared.Singularity.Components;
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using Robust.Shared.Physics.Events;
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namespace Content.Server.Singularity.EntitySystems;
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public sealed class SingularityGeneratorSystem : EntitySystem
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{
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#region Dependencies
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[Dependency] private readonly IViewVariablesManager _vvm = default!;
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#endregion Dependencies
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ParticleProjectileComponent, StartCollideEvent>(HandleParticleCollide);
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var vvHandle = _vvm.GetTypeHandler<SingularityGeneratorComponent>();
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vvHandle.AddPath(nameof(SingularityGeneratorComponent.Power), (_, comp) => comp.Power, SetPower);
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vvHandle.AddPath(nameof(SingularityGeneratorComponent.Threshold), (_, comp) => comp.Threshold, SetThreshold);
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}
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public override void Shutdown()
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{
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var vvHandle = _vvm.GetTypeHandler<SingularityGeneratorComponent>();
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vvHandle.RemovePath(nameof(SingularityGeneratorComponent.Power));
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vvHandle.RemovePath(nameof(SingularityGeneratorComponent.Threshold));
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base.Shutdown();
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}
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/// <summary>
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/// Handles what happens when a singularity generator passes its power threshold.
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/// Default behavior is to reset the singularities power level and spawn a singularity.
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/// </summary>
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/// <param name="uid">The uid of the singularity generator.</param>
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/// <param name="comp">The state of the singularity generator.</param>
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private void OnPassThreshold(EntityUid uid, SingularityGeneratorComponent? comp)
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{
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if(!Resolve(uid, ref comp))
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return;
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SetPower(comp, 0);
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EntityManager.SpawnEntity(comp.SpawnPrototype, Transform(comp.Owner).Coordinates);
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}
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#region Getters/Setters
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/// <summary>
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/// Setter for <see cref="SingularityGeneratorComponent.Power"/>
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/// If the singularity generator passes its threshold it also spawns a singularity.
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/// </summary>
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/// <param name="comp">The singularity generator component.</param>
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/// <param name="value">The new power level for the generator component to have.</param>
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public void SetPower(SingularityGeneratorComponent comp, float value)
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{
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var oldValue = comp.Power;
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if (value == oldValue)
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return;
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comp.Power = value;
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if (comp.Power >= comp.Threshold && oldValue < comp.Threshold)
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OnPassThreshold(comp.Owner, comp);
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}
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/// <summary>
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/// Setter for <see cref="SingularityGeneratorComponent.Threshold"/>
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/// If the singularity generator has passed its new threshold it also spawns a singularity.
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/// </summary>
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/// <param name="comp">The singularity generator component.</param>
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/// <param name="value">The new threshold power level for the generator component to have.</param>
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public void SetThreshold(SingularityGeneratorComponent comp, float value)
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{
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var oldValue = comp.Threshold;
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if (value == comp.Threshold)
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return;
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comp.Power = value;
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if (comp.Power >= comp.Threshold && comp.Power < oldValue)
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OnPassThreshold(comp.Owner, comp);
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}
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#region VV
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/// <summary>
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/// VV setter for <see cref="SingularityGeneratorComponent.Power"/>
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/// If the singularity generator passes its threshold it also spawns a singularity.
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/// </summary>
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/// <param name="uid">The entity hosting the singularity generator that is being modified.</param>
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/// <param name="value">The value of the new power level the singularity generator should have.</param>
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/// <param name="comp">The singularity generator to change the power level of.</param>
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public void SetPower(EntityUid uid, float value, SingularityGeneratorComponent? comp)
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{
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if(!Resolve(uid, ref comp))
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return;
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SetPower(comp, value);
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}
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/// <summary>
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/// VV setter for <see cref="SingularityGeneratorComponent.Threshold"/>
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/// If the singularity generator has passed its new threshold it also spawns a singularity.
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/// </summary>
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/// <param name="uid">The entity hosting the singularity generator that is being modified.</param>
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/// <param name="value">The value of the new threshold power level the singularity generator should have.</param>
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/// <param name="comp">The singularity generator to change the threshold power level of.</param>
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public void SetThreshold(EntityUid uid, float value, SingularityGeneratorComponent? comp)
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{
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if(!Resolve(uid, ref comp))
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return;
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SetThreshold(comp, value);
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}
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#endregion VV
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#endregion Getters/Setters
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#region Event Handlers
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/// <summary>
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/// Handles PA Particles colliding with a singularity generator.
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/// Adds the power from the particles to the generator.
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/// TODO: Desnowflake this.
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/// </summary>
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/// <param name="uid">The uid of the PA particles have collided with.</param>
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/// <param name="component">The state of the PA particles.</param>
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/// <param name="args">The state of the beginning of the collision.</param>
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private void HandleParticleCollide(EntityUid uid, ParticleProjectileComponent component, ref StartCollideEvent args)
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{
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if (EntityManager.TryGetComponent<SingularityGeneratorComponent?>(args.OtherFixture.Body.Owner, out var singularityGeneratorComponent))
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{
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singularityGeneratorComponent.Power += component.State switch
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{
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ParticleAcceleratorPowerState.Standby => 0,
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ParticleAcceleratorPowerState.Level0 => 1,
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ParticleAcceleratorPowerState.Level1 => 2,
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ParticleAcceleratorPowerState.Level2 => 4,
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ParticleAcceleratorPowerState.Level3 => 8,
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_ => 0
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};
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EntityManager.QueueDeleteEntity(uid);
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}
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}
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#endregion Event Handlers
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}
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