* Some stuff * Fix NaN angular velocity * Optimise a bit * Give throwing a bit of a spin * Reality can be whatever I want * Biffing it * Cleanup * Update submodule Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
161 lines
5.2 KiB
C#
161 lines
5.2 KiB
C#
#nullable enable
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using System.Linq;
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using Content.Server.GameObjects.Components.StationEvents;
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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.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision;
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using Robust.Server.GameObjects;
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using Content.Shared.GameObjects.Components.Singularity;
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using Robust.Shared.Physics.Collision.Shapes;
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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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namespace Content.Server.GameObjects.Components.Singularity
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{
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[RegisterComponent]
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public class ServerSingularityComponent : SharedSingularityComponent, IStartCollide
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{
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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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Level = _energy switch
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{
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var n when n >= 1500 => 6,
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var n when n >= 1000 => 5,
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var n when n >= 600 => 4,
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var n when n >= 300 => 3,
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var n when n >= 200 => 2,
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var n when n < 200 => 1,
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_ => 1
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};
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}
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}
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private int _energy = 180;
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public int Level
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{
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get => _level;
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set
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{
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if (value == _level) return;
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if (value < 0) value = 0;
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if (value > 6) value = 6;
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_level = value;
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if(_radiationPulseComponent != null) _radiationPulseComponent.RadsPerSecond = 10 * value;
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_spriteComponent?.LayerSetRSI(0, "Constructible/Power/Singularity/singularity_" + _level + ".rsi");
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_spriteComponent?.LayerSetState(0, "singularity_" + _level);
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if (_collidableComponent != null && _collidableComponent.Fixtures.Any() && _collidableComponent.Fixtures[0].Shape is PhysShapeCircle circle)
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{
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circle.Radius = _level - 0.5f;
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}
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Dirty();
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}
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}
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private int _level;
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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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private PhysicsComponent? _collidableComponent;
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private SpriteComponent? _spriteComponent;
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private RadiationPulseComponent? _radiationPulseComponent;
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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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public override void Initialize()
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{
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base.Initialize();
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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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if (!Owner.TryGetComponent(out _spriteComponent))
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Logger.Error("SingularityComponent was spawned without SpriteComponent");
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if (!Owner.TryGetComponent(out _radiationPulseComponent))
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Logger.Error("SingularityComponent was spawned without RadiationPulseComponent");
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if (!Owner.TryGetComponent(out _collidableComponent))
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Logger.Error("SingularityComponent was spawned without CollidableComponent!");
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else
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_collidableComponent.Hard = false;
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Level = 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(IPhysBody ourBody, IPhysBody otherBody, in Manifold manifold)
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{
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var otherEntity = otherBody.Entity;
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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(ourBody.GetWorldAABB()))
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{
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mapGridComponent.Grid.SetTile(tile.GridIndices, 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>() || (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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otherEntity.Delete();
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Energy++;
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}
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public 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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