* Added new anomaly particle * Add basic anomaly behaviour * +2 parametres * add functional to new particle * add components to behaviours * big content * add shuffle, moved thing to server * clean up * fixes * random pick redo * bonjour behavioUr * fix AJCM * fix * add some new behaviours * power modifier behaviour * rmeove timer * new event for update ui fix * refactor! * fixes * enum * Fix mapinit * Minor touches --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
102 lines
3.6 KiB
C#
102 lines
3.6 KiB
C#
using Content.Shared.Anomaly;
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using Content.Shared.Anomaly.Components;
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using Content.Shared.Anomaly.Effects;
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using Content.Shared.Anomaly.Effects.Components;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Random;
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namespace Content.Server.Anomaly.Effects;
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public sealed class EntityAnomalySystem : SharedEntityAnomalySystem
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{
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[Dependency] private readonly SharedAnomalySystem _anomaly = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedMapSystem _mapSystem = default!;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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/// <inheritdoc/>
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public override void Initialize()
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{
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
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SubscribeLocalEvent<EntitySpawnAnomalyComponent, AnomalyPulseEvent>(OnPulse);
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SubscribeLocalEvent<EntitySpawnAnomalyComponent, AnomalySupercriticalEvent>(OnSupercritical);
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SubscribeLocalEvent<EntitySpawnAnomalyComponent, AnomalyStabilityChangedEvent>(OnStabilityChanged);
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SubscribeLocalEvent<EntitySpawnAnomalyComponent, AnomalySeverityChangedEvent>(OnSeverityChanged);
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SubscribeLocalEvent<EntitySpawnAnomalyComponent, AnomalyShutdownEvent>(OnShutdown);
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}
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private void OnPulse(Entity<EntitySpawnAnomalyComponent> component, ref AnomalyPulseEvent args)
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{
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foreach (var entry in component.Comp.Entries)
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{
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if (!entry.Settings.SpawnOnPulse)
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continue;
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SpawnEntities(component, entry, args.Stability, args.Severity, args.PowerModifier);
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}
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}
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private void OnSupercritical(Entity<EntitySpawnAnomalyComponent> component, ref AnomalySupercriticalEvent args)
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{
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foreach (var entry in component.Comp.Entries)
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{
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if (!entry.Settings.SpawnOnSuperCritical)
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continue;
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SpawnEntities(component, entry, 1, 1, args.PowerModifier);
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}
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}
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private void OnShutdown(Entity<EntitySpawnAnomalyComponent> component, ref AnomalyShutdownEvent args)
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{
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foreach (var entry in component.Comp.Entries)
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{
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if (!entry.Settings.SpawnOnShutdown || args.Supercritical)
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continue;
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SpawnEntities(component, entry, 1, 1, 1);
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}
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}
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private void OnStabilityChanged(Entity<EntitySpawnAnomalyComponent> component, ref AnomalyStabilityChangedEvent args)
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{
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foreach (var entry in component.Comp.Entries)
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{
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if (!entry.Settings.SpawnOnStabilityChanged)
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continue;
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SpawnEntities(component, entry, args.Stability, args.Severity, 1);
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}
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}
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private void OnSeverityChanged(Entity<EntitySpawnAnomalyComponent> component, ref AnomalySeverityChangedEvent args)
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{
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foreach (var entry in component.Comp.Entries)
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{
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if (!entry.Settings.SpawnOnSeverityChanged)
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continue;
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SpawnEntities(component, entry, args.Stability, args.Severity, 1);
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}
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}
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private void SpawnEntities(Entity<EntitySpawnAnomalyComponent> anomaly, EntitySpawnSettingsEntry entry, float stability, float severity, float powerMod)
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{
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var xform = Transform(anomaly);
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if (!TryComp(xform.GridUid, out MapGridComponent? grid))
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return;
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var tiles = _anomaly.GetSpawningPoints(anomaly, stability, severity, entry.Settings, powerMod);
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if (tiles == null)
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return;
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foreach (var tileref in tiles)
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{
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Spawn(_random.Pick(entry.Spawns), _mapSystem.ToCenterCoordinates(tileref, grid));
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}
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}
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}
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