* basic radiation generator * might need this * thonk * big thonk * oop * e * werks * sprite * oopsy woopsy * radiation * clean up file * makes it work, probably * minor fixes * resources * progress on component * this will no longer be necessary * radiation go brrrr * finally fix container issues * out var Co-authored-by: Remie Richards <remierichards@gmail.com> * second out fix * another out fix Co-authored-by: Remie Richards <remierichards@gmail.com> * switch case * fix switch * sound and improvements * nullable * basic containment field system * ensure alignment * fix beam placement logic * field generation fully working * fix potential crash * working containment functionality * extremely basic emitter functionality * fix radiation panel naming * emitter stuff * oopsies * fixes * some fixes * cleanup * small fix and move emitter file * add sprite resources for PA * slight rework of the singulo adds rads * pushing for smugleaf :) * added radiationpanels * some fixes for the singulo * containmentfield * pa wip * progress * pa working * emitter fix * works :) * ui works * some work on ui & pa * progress * ui work & misc fixes * GREYSCALE * pa ui polish containmentfieldgen rework * singulo rework added snapgrid * getcomponent get out * singulo rework added collisiongroups underplating & passable * yaml work: - collision boxes - singulo now unshaded * no unlit * misc changes * pa wires * add usability check * nullable enable * minor fix * power need added * reenables containment field energy drain menu close button singularity collider fix * sprite replacement * finished singulo pulling * pjb fixes * fixing sprites & minor adjustments * decrease containmentfield power * some yml adjustments * unlit layers singulogenerator * singulogen * everything works just not the powergetting on the pa i wanna die * Adds PA construction graphs, PA construction works * Snap to grid parts when completing construction * updated to newest master * inb4 i work on power * fixes upstream merge adds power need to particleaccelerator * properly implements power & apc power * Emitters are now fancy. * I have actually no idea how this happened. * Give PA a wiring LayoutId * PA is an acronym * indicators fixes hacking * Singulo is a word you blasphemous IDE. * Rewrite the PA. * Fancy names for PA parts. * Wiring fixes, strength wire cutting. * fixes projectile & ignores components * nullability errors * fixes integration tests Co-authored-by: unusualcrow <unusualcrow@protonmail.com> Co-authored-by: L.E.D <10257081+unusualcrow@users.noreply.github.com> Co-authored-by: Remie Richards <remierichards@gmail.com> Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
146 lines
5.2 KiB
C#
146 lines
5.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Threading;
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using Content.Shared.Physics;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Timer = Robust.Shared.Timers.Timer;
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namespace Content.Server.GameObjects.Components.Singularity
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{
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public class ContainmentFieldConnection : IDisposable
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{
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public readonly ContainmentFieldGeneratorComponent Generator1;
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public readonly ContainmentFieldGeneratorComponent Generator2;
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private List<IEntity> _fields = new List<IEntity>();
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private int _sharedEnergyPool;
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private CancellationTokenSource _powerDecreaseCancellationTokenSource = new CancellationTokenSource();
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public int SharedEnergyPool
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{
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get => _sharedEnergyPool;
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set
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{
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_sharedEnergyPool = Math.Clamp(value, 0, 10);
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if (_sharedEnergyPool == 0)
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{
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Dispose();
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}
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}
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}
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public ContainmentFieldConnection(ContainmentFieldGeneratorComponent generator1, ContainmentFieldGeneratorComponent generator2)
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{
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Generator1 = generator1;
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Generator2 = generator2;
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//generateFields
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var pos1 = generator1.Owner.Transform.Coordinates;
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var pos2 = generator2.Owner.Transform.Coordinates;
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if (pos1 == pos2)
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{
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Dispose();
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return;
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}
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var entityManager = IoCManager.Resolve<IEntityManager>();
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var delta = (pos2 - pos1).Position;
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var dirVec = delta.Normalized;
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var stopDist = delta.Length;
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var currentOffset = dirVec;
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while (currentOffset.Length < stopDist)
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{
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var currentCoords = pos1.Offset(currentOffset);
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var newEnt = entityManager.SpawnEntity("ContainmentField", currentCoords);
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if (!newEnt.TryGetComponent<ContainmentFieldComponent>(out var containmentFieldComponent))
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{
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Logger.Error("While creating Fields in ContainmentFieldConnection, a ContainmentField without a ContainmentFieldComponent was created. Deleting newly spawned ContainmentField...");
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newEnt.Delete();
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continue;
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}
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containmentFieldComponent.Parent = this;
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newEnt.Transform.WorldRotation = dirVec.ToAngle();
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_fields.Add(newEnt);
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currentOffset += dirVec;
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}
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Timer.SpawnRepeating(1000, () => { SharedEnergyPool--;}, _powerDecreaseCancellationTokenSource.Token);
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}
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public bool CanRepell(IEntity toRepell)
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{
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var powerNeeded = 1;
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if (toRepell.TryGetComponent<SingularityComponent>(out var singularityComponent))
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{
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powerNeeded += 2*singularityComponent.Level;
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}
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return _sharedEnergyPool > powerNeeded;
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}
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/// <summary>
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/// Tries to repell a Entity. This deletes the connection if the repelling fails!
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/// </summary>
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/// <param name="repellFrom">Entity to repell from. Should be a field, otherwise return will be false.</param>
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/// <param name="toRepell">Entity to repell.</param>
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public void TryRepell(IEntity repellFrom, IEntity toRepell)
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{
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if (!_fields.Contains(repellFrom) || !toRepell.TryGetComponent<IPhysicsComponent>(out var collidableComponent)) return;
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var speed = 5;
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var containmentFieldRepellController = collidableComponent.EnsureController<ContainmentFieldRepellController>();
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if (!CanRepell(toRepell))
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{
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Dispose();
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return;
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}
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if (Math.Abs(repellFrom.Transform.WorldRotation.Degrees + 90f) < 0.1f ||
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Math.Abs(repellFrom.Transform.WorldRotation.Degrees - 90f) < 0.1f)
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{
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if (repellFrom.Transform.WorldPosition.X.CompareTo(toRepell.Transform.WorldPosition.X) > 0)
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{
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containmentFieldRepellController.Repell(Direction.West, speed);
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}
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else
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{
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containmentFieldRepellController.Repell(Direction.East, speed);
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}
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}
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else
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{
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if (repellFrom.Transform.WorldPosition.Y.CompareTo(toRepell.Transform.WorldPosition.Y) > 0)
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{
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containmentFieldRepellController.Repell(Direction.South, speed);
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}
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else
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{
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containmentFieldRepellController.Repell(Direction.North, speed);
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}
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}
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return;
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}
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public void Dispose()
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{
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_powerDecreaseCancellationTokenSource.Cancel();
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foreach (var field in _fields)
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{
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field.Delete();
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}
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_fields.Clear();
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Generator1.RemoveConnection(this);
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Generator2.RemoveConnection(this);
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}
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}
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}
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