145 lines
4.8 KiB
C#
145 lines
4.8 KiB
C#
using Content.Shared.Singularity;
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using Content.Shared.Singularity.Components;
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using Robust.Shared.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Physics.Collision;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Player;
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using Robust.Shared.Players;
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using Robust.Shared.Timing;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.Singularity.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedSingularityComponent))]
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public class ServerSingularityComponent : SharedSingularityComponent, IStartCollide
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{
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private SharedSingularitySystem _singularitySystem = default!;
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[ViewVariables(VVAccess.ReadWrite)]
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public int Energy
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{
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get => _energy;
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set
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{
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if (value == _energy) return;
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_energy = value;
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if (_energy <= 0)
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{
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Owner.Delete();
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return;
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}
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var level = _energy switch
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{
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>= 1500 => 6,
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>= 1000 => 5,
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>= 600 => 4,
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>= 300 => 3,
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>= 200 => 2,
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< 200 => 1
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};
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_singularitySystem.ChangeSingularityLevel(this, level);
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}
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}
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private int _energy = 180;
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[ViewVariables]
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public int EnergyDrain =>
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Level switch
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{
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6 => 20,
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5 => 15,
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4 => 10,
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3 => 5,
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2 => 2,
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1 => 1,
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_ => 0
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};
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// This is an interesting little workaround.
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// See, two singularities queuing deletion of each other at the same time will annihilate.
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// This is undesirable behaviour, so this flag allows the imperatively first one processed to take priority.
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[ViewVariables(VVAccess.ReadWrite)]
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public bool BeingDeletedByAnotherSingularity { get; set; }
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private IPlayingAudioStream? _playingSound;
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new SingularityComponentState(Level);
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}
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protected override void Initialize()
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{
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base.Initialize();
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_singularitySystem = EntitySystem.Get<SharedSingularitySystem>();
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var audioParams = AudioParams.Default;
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audioParams.Loop = true;
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audioParams.MaxDistance = 20f;
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audioParams.Volume = 5;
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SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Effects/singularity_form.ogg", Owner);
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Timer.Spawn(5200,() => _playingSound = SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Effects/singularity.ogg", Owner, audioParams));
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_singularitySystem.ChangeSingularityLevel(this, 1);
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}
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public void Update(int seconds)
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{
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Energy -= EnergyDrain * seconds;
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}
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void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
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{
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// If we're being deleted by another singularity, this call is probably for that singularity.
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// Even if not, just don't bother.
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if (BeingDeletedByAnotherSingularity)
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return;
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var otherEntity = otherFixture.Body.Owner;
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if (otherEntity.TryGetComponent<IMapGridComponent>(out var mapGridComponent))
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{
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foreach (var tile in mapGridComponent.Grid.GetTilesIntersecting(ourFixture.Body.GetWorldAABB()))
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{
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mapGridComponent.Grid.SetTile(tile.GridIndices, Robust.Shared.Map.Tile.Empty);
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Energy++;
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}
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return;
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}
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if (otherEntity.HasComponent<ContainmentFieldComponent>() ||
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(otherEntity.TryGetComponent<ContainmentFieldGeneratorComponent>(out var component) && component.CanRepell(Owner)))
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{
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return;
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}
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if (otherEntity.IsInContainer())
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return;
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// Singularity priority management / etc.
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if (otherEntity.TryGetComponent<ServerSingularityComponent>(out var otherSingulo))
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otherSingulo.BeingDeletedByAnotherSingularity = true;
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otherEntity.QueueDelete();
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if (otherEntity.TryGetComponent<SinguloFoodComponent>(out var singuloFood))
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Energy += singuloFood.Energy;
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else
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Energy++;
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}
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protected override void OnRemove()
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{
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_playingSound?.Stop();
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SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Effects/singularity_collapse.ogg", Owner.Transform.Coordinates);
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base.OnRemove();
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}
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}
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}
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