101 lines
3.3 KiB
C#
101 lines
3.3 KiB
C#
using Content.Shared.Singularity;
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using Content.Shared.Singularity.Components;
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using Content.Shared.Sound;
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using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Player;
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using Robust.Shared.Serialization.Manager.Attributes;
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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 sealed class ServerSingularityComponent : SharedSingularityComponent
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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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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_entMan.DeleteEntity(Owner);
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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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public float MoveAccumulator;
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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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[DataField("singularityFormingSound")] private SoundSpecifier _singularityFormingSound = new SoundPathSpecifier("/Audio/Effects/singularity_form.ogg");
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[DataField("singularityCollapsingSound")] private SoundSpecifier _singularityCollapsingSound = new SoundPathSpecifier("/Audio/Effects/singularity_collapse.ogg");
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public override ComponentState GetComponentState()
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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), _singularityFormingSound.GetSound(), Owner);
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_singularitySystem.ChangeSingularityLevel(this, 1);
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}
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protected override void Shutdown()
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{
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base.Shutdown();
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SoundSystem.Play(Filter.Pvs(Owner), _singularityCollapsingSound.GetSound(), _entMan.GetComponent<TransformComponent>(Owner).Coordinates);
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}
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}
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}
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