emitter visuals update (#13382)

This commit is contained in:
Nemanja
2023-01-08 22:42:31 -05:00
committed by GitHub
parent 692079745f
commit 2933f030d9
7 changed files with 210 additions and 186 deletions

View File

@@ -1,113 +0,0 @@
using System.Threading;
using Content.Shared.Construction.Prototypes;
using Robust.Shared.Audio;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Server.Singularity.Components
{
[RegisterComponent]
public sealed class EmitterComponent : Component
{
public CancellationTokenSource? TimerCancel;
// whether the power switch is in "on"
[ViewVariables] public bool IsOn;
// Whether the power switch is on AND the machine has enough power (so is actively firing)
[ViewVariables] public bool IsPowered;
/// <summary>
/// counts the number of consecutive shots fired.
/// </summary>
[ViewVariables]
public int FireShotCounter;
/// <summary>
/// The entity that is spawned when the emitter fires.
/// </summary>
[DataField("boltType")]
public string BoltType = "EmitterBolt";
/// <summary>
/// The current amount of power being used.
/// </summary>
[DataField("powerUseActive")]
public int PowerUseActive = 600;
/// <summary>
/// The base amount of power that is consumed.
/// Used in machine part rating calculations.
/// </summary>
[DataField("basePowerUseActive"), ViewVariables(VVAccess.ReadWrite)]
public int BasePowerUseActive = 600;
/// <summary>
/// Multiplier that is applied to the basePowerUseActive
/// to get the actual power use.
/// </summary>
[DataField("powerUseMultiplier")]
public float PowerUseMultiplier = 0.75f;
/// <summary>
/// The machine part used to reduce the power use of the machine.
/// </summary>
[DataField("machinePartPowerUse", customTypeSerializer: typeof(PrototypeIdSerializer<MachinePartPrototype>))]
public string MachinePartPowerUse = "Capacitor";
/// <summary>
/// The amount of shots that are fired in a single "burst"
/// </summary>
[DataField("fireBurstSize")]
public int FireBurstSize = 3;
/// <summary>
/// The time between each shot during a burst.
/// </summary>
[DataField("fireInterval")]
public TimeSpan FireInterval = TimeSpan.FromSeconds(2);
/// <summary>
/// The base amount of time between each shot during a burst.
/// </summary>
[DataField("baseFireInterval"), ViewVariables(VVAccess.ReadWrite)]
public TimeSpan BaseFireInterval = TimeSpan.FromSeconds(2);
/// <summary>
/// The current minimum delay between bursts.
/// </summary>
[DataField("fireBurstDelayMin")]
public TimeSpan FireBurstDelayMin = TimeSpan.FromSeconds(4);
/// <summary>
/// The current maximum delay between bursts.
/// </summary>
[DataField("fireBurstDelayMax")]
public TimeSpan FireBurstDelayMax = TimeSpan.FromSeconds(10);
/// <summary>
/// The base minimum delay between shot bursts.
/// Used for machine part rating calculations.
/// </summary>
[DataField("baseFireBurstDelayMin")]
public TimeSpan BaseFireBurstDelayMin = TimeSpan.FromSeconds(4);
/// <summary>
/// The base maximum delay between shot bursts.
/// Used for machine part rating calculations.
/// </summary>
[DataField("baseFireBurstDelayMax")]
public TimeSpan BaseFireBurstDelayMax = TimeSpan.FromSeconds(10);
/// <summary>
/// The multiplier for the base delay between shot bursts as well as
/// the fire interval
/// </summary>
[DataField("fireRateMultiplier"), ViewVariables(VVAccess.ReadWrite)]
public float FireRateMultiplier = 0.8f;
/// <summary>
/// The machine part that affects burst delay.
/// </summary>
[DataField("machinePartFireRate", customTypeSerializer: typeof(PrototypeIdSerializer<MachinePartPrototype>))]
public string MachinePartFireRate = "Laser";
}
}

View File

@@ -4,7 +4,6 @@ using Content.Server.Construction;
using Content.Server.Power.Components;
using Content.Server.Power.EntitySystems;
using Content.Server.Projectiles;
using Content.Server.Singularity.Components;
using Content.Server.Storage.Components;
using Content.Server.Weapons.Ranged.Systems;
using Content.Shared.Database;
@@ -12,6 +11,7 @@ using Content.Shared.Interaction;
using Content.Shared.Popups;
using Content.Shared.Projectiles;
using Content.Shared.Singularity.Components;
using Content.Shared.Singularity.EntitySystems;
using Content.Shared.Weapons.Ranged.Components;
using JetBrains.Annotations;
using Robust.Shared.Map;
@@ -24,7 +24,7 @@ using Timer = Robust.Shared.Timing.Timer;
namespace Content.Server.Singularity.EntitySystems
{
[UsedImplicitly]
public sealed class EmitterSystem : EntitySystem
public sealed class EmitterSystem : SharedEmitterSystem
{
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IAdminLogManager _adminLogger = default!;