Gravity generator rewrite (#4828)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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286
Content.Server/Gravity/EntitySystems/GravityGeneratorSystem.cs
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286
Content.Server/Gravity/EntitySystems/GravityGeneratorSystem.cs
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@@ -0,0 +1,286 @@
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using System;
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using Content.Server.Audio;
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using Content.Server.Power.Components;
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using Content.Shared.Gravity;
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using Content.Shared.Interaction;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Map;
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using Robust.Shared.Maths;
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namespace Content.Server.Gravity.EntitySystems
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{
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public sealed class GravityGeneratorSystem : EntitySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly AmbientSoundSystem _ambientSoundSystem = default!;
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[Dependency] private readonly UserInterfaceSystem _uiSystem = default!;
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[Dependency] private readonly GravitySystem _gravitySystem = default!;
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[Dependency] private readonly GravityShakeSystem _gravityShakeSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GravityGeneratorComponent, ComponentInit>(OnComponentInitialized);
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SubscribeLocalEvent<GravityGeneratorComponent, InteractHandEvent>(OnInteractHand);
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SubscribeLocalEvent<GravityGeneratorComponent, SharedGravityGeneratorComponent.SwitchGeneratorMessage>(
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OnSwitchGenerator);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var (gravGen, powerReceiver) in EntityManager
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.EntityQuery<GravityGeneratorComponent, ApcPowerReceiverComponent>())
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{
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if (!gravGen.Intact)
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return;
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// Calculate charge rate based on power state and such.
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// Negative charge rate means discharging.
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float chargeRate;
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if (gravGen.SwitchedOn)
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{
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if (powerReceiver.Powered)
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{
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chargeRate = gravGen.ChargeRate;
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}
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else
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{
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// Scale discharge rate such that if we're at 25% active power we discharge at 75% rate.
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var receiving = powerReceiver.PowerReceived;
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var mainSystemPower = Math.Max(0, receiving - gravGen.IdlePowerUse);
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var ratio = 1 - mainSystemPower / (gravGen.ActivePowerUse - gravGen.IdlePowerUse);
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chargeRate = -(ratio * gravGen.ChargeRate);
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}
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}
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else
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{
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chargeRate = -gravGen.ChargeRate;
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}
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var updateGravity = gravGen.NeedGravityUpdate;
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var shakeGravity = false;
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var lastCharge = gravGen.Charge;
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gravGen.Charge = Math.Clamp(gravGen.Charge + frameTime * chargeRate, 0, 1);
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if (chargeRate > 0)
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{
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// Charging.
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if (MathHelper.CloseTo(gravGen.Charge, 1) && !gravGen.GravityActive)
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{
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shakeGravity = true;
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updateGravity = true;
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gravGen.GravityActive = true;
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}
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}
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else
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{
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// Discharging
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if (MathHelper.CloseTo(gravGen.Charge, 0) && gravGen.GravityActive)
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{
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shakeGravity = true;
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updateGravity = true;
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gravGen.GravityActive = false;
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}
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}
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var updateUI = gravGen.NeedUIUpdate;
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if (!MathHelper.CloseTo(lastCharge, gravGen.Charge))
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{
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UpdateState(gravGen, powerReceiver);
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updateUI = true;
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}
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if (updateUI)
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UpdateUI(gravGen, powerReceiver, chargeRate);
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if (updateGravity)
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{
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UpdateGravityActive(gravGen, shakeGravity);
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}
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}
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}
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private void SetSwitchedOn(EntityUid uid, GravityGeneratorComponent component, bool on, ApcPowerReceiverComponent? powerReceiver = null)
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{
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if (!Resolve(uid, ref powerReceiver))
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return;
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component.SwitchedOn = on;
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UpdatePowerState(component, powerReceiver);
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component.NeedUIUpdate = true;
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}
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private static void UpdatePowerState(
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GravityGeneratorComponent component,
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ApcPowerReceiverComponent powerReceiver)
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{
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powerReceiver.Load = component.SwitchedOn ? component.ActivePowerUse : component.IdlePowerUse;
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}
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private void UpdateUI(
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GravityGeneratorComponent component,
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ApcPowerReceiverComponent powerReceiver,
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float chargeRate)
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{
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if (!_uiSystem.IsUiOpen(component.Owner.Uid, SharedGravityGeneratorComponent.GravityGeneratorUiKey.Key))
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return;
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var chargeTarget = chargeRate < 0 ? 0 : 1;
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short chargeEta;
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var atTarget = false;
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if (MathHelper.CloseTo(component.Charge, chargeTarget))
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{
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chargeEta = short.MinValue; // N/A
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atTarget = true;
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}
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else
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{
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var diff = chargeTarget - component.Charge;
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chargeEta = (short) Math.Abs(diff / chargeRate);
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}
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var status = chargeRate switch
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{
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> 0 when atTarget => GravityGeneratorPowerStatus.FullyCharged,
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< 0 when atTarget => GravityGeneratorPowerStatus.Off,
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> 0 => GravityGeneratorPowerStatus.Charging,
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< 0 => GravityGeneratorPowerStatus.Discharging,
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_ => throw new ArgumentOutOfRangeException()
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};
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var state = new SharedGravityGeneratorComponent.GeneratorState(
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component.SwitchedOn,
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(byte) (component.Charge * 255),
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status,
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(short) Math.Round(powerReceiver.PowerReceived),
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(short) Math.Round(powerReceiver.Load),
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chargeEta
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);
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_uiSystem.TrySetUiState(
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component.Owner.Uid,
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SharedGravityGeneratorComponent.GravityGeneratorUiKey.Key,
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state);
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component.NeedUIUpdate = false;
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}
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private void OnComponentInitialized(EntityUid uid, GravityGeneratorComponent component, ComponentInit args)
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{
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// Always update gravity on init.
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component.NeedGravityUpdate = true;
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ApcPowerReceiverComponent? powerReceiver = null;
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if (!Resolve(uid, ref powerReceiver, false))
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return;
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UpdatePowerState(component, powerReceiver);
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UpdateState(component, powerReceiver);
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}
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private void UpdateGravityActive(GravityGeneratorComponent grav, bool shake)
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{
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var gridId = grav.Owner.Transform.GridID;
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if (gridId == GridId.Invalid)
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return;
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var grid = _mapManager.GetGrid(gridId);
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var gravity = EntityManager.GetComponent<GravityComponent>(grid.GridEntityId);
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if (grav.GravityActive)
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_gravitySystem.EnableGravity(gravity);
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else
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_gravitySystem.DisableGravity(gravity);
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if (shake)
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_gravityShakeSystem.ShakeGrid(gridId, gravity);
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}
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private void OnInteractHand(EntityUid uid, GravityGeneratorComponent component, InteractHandEvent args)
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{
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if (!EntityManager.TryGetComponent(args.User.Uid, out ActorComponent? actor))
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return;
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ApcPowerReceiverComponent? powerReceiver = default!;
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if (!Resolve(uid, ref powerReceiver))
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return;
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// Do not allow opening UI if broken or unpowered.
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if (!component.Intact || powerReceiver.PowerReceived < component.IdlePowerUse)
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return;
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_uiSystem.TryOpen(uid, SharedGravityGeneratorComponent.GravityGeneratorUiKey.Key, actor.PlayerSession);
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component.NeedUIUpdate = true;
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}
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public void UpdateState(GravityGeneratorComponent grav, ApcPowerReceiverComponent powerReceiver)
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{
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var uid = grav.Owner.Uid;
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var appearance = EntityManager.GetComponentOrNull<AppearanceComponent>(uid);
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appearance?.SetData(GravityGeneratorVisuals.Charge, grav.Charge);
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if (EntityManager.TryGetComponent(uid, out PointLightComponent? pointLight))
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{
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pointLight.Enabled = grav.Charge > 0;
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pointLight.Radius = MathHelper.Lerp(grav.LightRadiusMin, grav.LightRadiusMax, grav.Charge);
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}
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if (!grav.Intact)
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{
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MakeBroken(grav, appearance);
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}
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else if (powerReceiver.PowerReceived < grav.IdlePowerUse)
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{
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MakeUnpowered(grav, appearance);
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}
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else if (!grav.SwitchedOn)
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{
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MakeOff(grav, appearance);
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}
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else
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{
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MakeOn(grav, appearance);
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}
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}
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private void MakeBroken(GravityGeneratorComponent component, AppearanceComponent? appearance)
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{
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_ambientSoundSystem.SetAmbience(component.Owner.Uid, false);
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appearance?.SetData(GravityGeneratorVisuals.State, GravityGeneratorStatus.Broken);
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}
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private void MakeUnpowered(GravityGeneratorComponent component, AppearanceComponent? appearance)
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{
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_ambientSoundSystem.SetAmbience(component.Owner.Uid, false);
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appearance?.SetData(GravityGeneratorVisuals.State, GravityGeneratorStatus.Unpowered);
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}
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private void MakeOff(GravityGeneratorComponent component, AppearanceComponent? appearance)
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{
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_ambientSoundSystem.SetAmbience(component.Owner.Uid, false);
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appearance?.SetData(GravityGeneratorVisuals.State, GravityGeneratorStatus.Off);
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}
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private void MakeOn(GravityGeneratorComponent component, AppearanceComponent? appearance)
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{
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_ambientSoundSystem.SetAmbience(component.Owner.Uid, true);
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appearance?.SetData(GravityGeneratorVisuals.State, GravityGeneratorStatus.On);
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}
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private void OnSwitchGenerator(
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EntityUid uid,
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GravityGeneratorComponent component,
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SharedGravityGeneratorComponent.SwitchGeneratorMessage args)
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{
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SetSwitchedOn(uid, component, args.On);
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}
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}
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}
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93
Content.Server/Gravity/EntitySystems/GravityShakeSystem.cs
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93
Content.Server/Gravity/EntitySystems/GravityShakeSystem.cs
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@@ -0,0 +1,93 @@
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using System.Collections.Generic;
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using Content.Server.Camera;
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using Content.Shared.Gravity;
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using Robust.Server.Player;
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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.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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namespace Content.Server.Gravity.EntitySystems
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{
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/// <summary>
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/// Handles the grid shake effect used by the gravity generator.
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/// </summary>
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public sealed class GravityShakeSystem : EntitySystem
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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private Dictionary<GridId, uint> _gridsToShake = new();
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private const float GravityKick = 100.0f;
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private const uint ShakeTimes = 10;
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private float _internalTimer = 0.0f;
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public override void Update(float frameTime)
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{
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if (_gridsToShake.Count > 0)
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{
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_internalTimer += frameTime;
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if (_internalTimer > 0.2f)
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{
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// TODO: Could just have clients do this themselves via event and save bandwidth.
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ShakeGrids();
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_internalTimer -= 0.2f;
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}
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}
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else
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{
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_internalTimer = 0.0f;
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}
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}
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public void ShakeGrid(GridId gridId, GravityComponent comp)
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{
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_gridsToShake[gridId] = ShakeTimes;
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SoundSystem.Play(
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Filter.BroadcastGrid(gridId),
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comp.GravityShakeSound.GetSound(),
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AudioParams.Default.WithVolume(-2f));
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}
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private void ShakeGrids()
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{
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// I have to copy this because C# doesn't allow changing collections while they're
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// getting enumerated.
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var gridsToShake = new Dictionary<GridId, uint>(_gridsToShake);
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foreach (var gridId in _gridsToShake.Keys)
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{
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if (_gridsToShake[gridId] == 0)
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{
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gridsToShake.Remove(gridId);
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continue;
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}
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ShakeGrid(gridId);
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gridsToShake[gridId] -= 1;
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}
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_gridsToShake = gridsToShake;
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}
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private void ShakeGrid(GridId gridId)
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{
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foreach (var player in _playerManager.GetAllPlayers())
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{
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if (player.AttachedEntity == null
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|| player.AttachedEntity.Transform.GridID != gridId
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|| !player.AttachedEntity.TryGetComponent(out CameraRecoilComponent? recoil))
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{
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continue;
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}
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recoil.Kick(new Vector2(_random.NextFloat(), _random.NextFloat()) * GravityKick);
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}
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}
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}
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}
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@@ -1,56 +1,16 @@
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using System.Collections.Generic;
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using System.Linq;
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using Content.Server.Camera;
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using Content.Shared.Gravity;
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using Content.Shared.Sound;
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using JetBrains.Annotations;
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using Robust.Server.Player;
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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.Map;
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using Robust.Shared.Maths;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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namespace Content.Server.Gravity.EntitySystems
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{
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[UsedImplicitly]
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internal sealed class GravitySystem : SharedGravitySystem
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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private const float GravityKick = 100.0f;
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private const uint ShakeTimes = 10;
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private Dictionary<GridId, uint> _gridsToShake = new();
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private float _internalTimer = 0.0f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<GravityComponent, ComponentInit>(HandleGravityInitialize);
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SubscribeLocalEvent<GravityGeneratorUpdateEvent>(HandleGeneratorUpdate);
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}
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private void HandleGeneratorUpdate(GravityGeneratorUpdateEvent ev)
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{
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if (ev.GridId == GridId.Invalid) return;
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var gravity = EntityManager.GetComponent<GravityComponent>(_mapManager.GetGrid(ev.GridId).GridEntityId);
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if (ev.Status == GravityGeneratorStatus.On)
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{
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EnableGravity(gravity);
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}
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else
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{
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DisableGravity(gravity);
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}
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}
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private void HandleGravityInitialize(EntityUid uid, GravityComponent component, ComponentInit args)
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@@ -61,7 +21,7 @@ namespace Content.Server.Gravity.EntitySystems
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foreach (var generator in EntityManager.EntityQuery<GravityGeneratorComponent>())
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{
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if (generator.Owner.Transform.GridID == gridId && generator.Status == GravityGeneratorStatus.On)
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if (generator.Owner.Transform.GridID == gridId && generator.GravityActive)
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{
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component.Enabled = true;
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message = new GravityChangedMessage(gridId, true);
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@@ -75,103 +35,24 @@ namespace Content.Server.Gravity.EntitySystems
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RaiseLocalEvent(message);
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}
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public override void Update(float frameTime)
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{
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// TODO: Pointless iteration, just make both of these event-based PLEASE
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foreach (var generator in EntityManager.EntityQuery<GravityGeneratorComponent>())
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{
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if (generator.NeedsUpdate)
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{
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generator.UpdateState();
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}
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}
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if (_gridsToShake.Count > 0)
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{
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_internalTimer += frameTime;
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if (_internalTimer > 0.2f)
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{
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// TODO: Could just have clients do this themselves via event and save bandwidth.
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ShakeGrids();
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_internalTimer -= 0.2f;
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}
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}
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else
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{
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_internalTimer = 0.0f;
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}
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}
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private void EnableGravity(GravityComponent comp)
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public void EnableGravity(GravityComponent comp)
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{
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if (comp.Enabled) return;
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comp.Enabled = true;
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var gridId = comp.Owner.Transform.GridID;
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ScheduleGridToShake(gridId, ShakeTimes, comp);
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var message = new GravityChangedMessage(gridId, true);
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RaiseLocalEvent(message);
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}
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private void DisableGravity(GravityComponent comp)
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public void DisableGravity(GravityComponent comp)
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{
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if (!comp.Enabled) return;
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comp.Enabled = false;
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var gridId = comp.Owner.Transform.GridID;
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ScheduleGridToShake(gridId, ShakeTimes, comp);
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var message = new GravityChangedMessage(gridId, false);
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RaiseLocalEvent(message);
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}
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private void ScheduleGridToShake(GridId gridId, uint shakeTimes, GravityComponent comp)
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{
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if (!_gridsToShake.Keys.Contains(gridId))
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{
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_gridsToShake.Add(gridId, shakeTimes);
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}
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else
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{
|
||||
_gridsToShake[gridId] = shakeTimes;
|
||||
}
|
||||
|
||||
SoundSystem.Play(Filter.BroadcastGrid(gridId), comp.GravityShakeSound.GetSound(), AudioParams.Default.WithVolume(-2f));
|
||||
}
|
||||
|
||||
private void ShakeGrids()
|
||||
{
|
||||
// I have to copy this because C# doesn't allow changing collections while they're
|
||||
// getting enumerated.
|
||||
var gridsToShake = new Dictionary<GridId, uint>(_gridsToShake);
|
||||
foreach (var gridId in _gridsToShake.Keys)
|
||||
{
|
||||
if (_gridsToShake[gridId] == 0)
|
||||
{
|
||||
gridsToShake.Remove(gridId);
|
||||
continue;
|
||||
}
|
||||
ShakeGrid(gridId);
|
||||
gridsToShake[gridId] -= 1;
|
||||
}
|
||||
_gridsToShake = gridsToShake;
|
||||
}
|
||||
|
||||
private void ShakeGrid(GridId gridId)
|
||||
{
|
||||
foreach (var player in _playerManager.GetAllPlayers())
|
||||
{
|
||||
if (player.AttachedEntity == null
|
||||
|| player.AttachedEntity.Transform.GridID != gridId
|
||||
|| !player.AttachedEntity.TryGetComponent(out CameraRecoilComponent? recoil))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
recoil.Kick(new Vector2(_random.NextFloat(), _random.NextFloat()) * GravityKick);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user