Files
tbd-station-14/Content.Server/GameObjects/Components/Singularity/ServerSingularityComponent.cs
20kdc e88c092c3c Bring singularity back from the brink of "particles don't even hit" (#3963)
* Bring singularity back from the brink of "particles don't even hit anything"

* Remove force-disable-hard from singularity code so it doesn't just ignore containment

Shouldn't this be the prototype's job if they want that so much?
This might have some sorta downside, but this brings singulo back into being containable

* Apply ShadowCommander's suggested layers/masks for particles

Tested, singulo properly spawns and develops with this mask

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>

Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com>
2021-05-23 21:14:15 -07:00

158 lines
4.9 KiB
C#

#nullable enable
using System.Linq;
using Content.Server.GameObjects.Components.StationEvents;
using Content.Shared.GameObjects.Components.Singularity;
using Robust.Server.GameObjects;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Collision;
using Robust.Shared.Physics.Collision.Shapes;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Player;
using Robust.Shared.Players;
using Robust.Shared.Timing;
namespace Content.Server.GameObjects.Components.Singularity
{
[RegisterComponent]
public class ServerSingularityComponent : SharedSingularityComponent, IStartCollide
{
public int Energy
{
get => _energy;
set
{
if (value == _energy) return;
_energy = value;
if (_energy <= 0)
{
Owner.Delete();
return;
}
Level = _energy switch
{
var n when n >= 1500 => 6,
var n when n >= 1000 => 5,
var n when n >= 600 => 4,
var n when n >= 300 => 3,
var n when n >= 200 => 2,
var n when n < 200 => 1,
_ => 1
};
}
}
private int _energy = 180;
public int Level
{
get => _level;
set
{
if (value == _level) return;
if (value < 0) value = 0;
if (value > 6) value = 6;
_level = value;
if(_radiationPulseComponent != null) _radiationPulseComponent.RadsPerSecond = 10 * value;
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(SingularityVisuals.Level, _level);
}
if (_collidableComponent != null && _collidableComponent.Fixtures.Any() && _collidableComponent.Fixtures[0].Shape is PhysShapeCircle circle)
{
circle.Radius = _level - 0.5f;
}
Dirty();
}
}
private int _level;
public int EnergyDrain =>
Level switch
{
6 => 20,
5 => 15,
4 => 10,
3 => 5,
2 => 2,
1 => 1,
_ => 0
};
private PhysicsComponent _collidableComponent = default!;
private RadiationPulseComponent _radiationPulseComponent = default!;
private SpriteComponent _spriteComponent = default!;
private IPlayingAudioStream? _playingSound;
public override ComponentState GetComponentState(ICommonSession player)
{
return new SingularityComponentState(Level);
}
public override void Initialize()
{
base.Initialize();
Owner.EnsureComponent(out _radiationPulseComponent);
Owner.EnsureComponent(out _collidableComponent);
Owner.EnsureComponent(out _spriteComponent);
var audioParams = AudioParams.Default;
audioParams.Loop = true;
audioParams.MaxDistance = 20f;
audioParams.Volume = 5;
SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Effects/singularity_form.ogg", Owner);
Timer.Spawn(5200,() => _playingSound = SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Effects/singularity.ogg", Owner, audioParams));
Level = 1;
}
public void Update(int seconds)
{
Energy -= EnergyDrain * seconds;
}
void IStartCollide.CollideWith(Fixture ourFixture, Fixture otherFixture, in Manifold manifold)
{
var otherEntity = otherFixture.Body.Owner;
if (otherEntity.TryGetComponent<IMapGridComponent>(out var mapGridComponent))
{
foreach (var tile in mapGridComponent.Grid.GetTilesIntersecting(ourFixture.Body.GetWorldAABB()))
{
mapGridComponent.Grid.SetTile(tile.GridIndices, Tile.Empty);
Energy++;
}
return;
}
if (otherEntity.HasComponent<ContainmentFieldComponent>() || (otherEntity.TryGetComponent<ContainmentFieldGeneratorComponent>(out var component) && component.CanRepell(Owner)))
{
return;
}
if (otherEntity.IsInContainer())
return;
otherEntity.QueueDelete();
Energy++;
}
public override void OnRemove()
{
_playingSound?.Stop();
SoundSystem.Play(Filter.Pvs(Owner), "/Audio/Effects/singularity_collapse.ogg", Owner.Transform.Coordinates);
base.OnRemove();
}
}
}