Remove IRadiationAct (#7757)

* Move radiation collector to ECS

* Damagable system

* Remove IRadiationAct

* Add small helper field

* Update Content.Server/Radiation/Systems/RadiationSystem.cs

Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>

* Delete comment

* Fixed total rads

Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
This commit is contained in:
Alex Evgrashin
2022-04-28 15:36:25 +03:00
committed by GitHub
parent 8be90ea53b
commit 4aa45dc695
9 changed files with 145 additions and 98 deletions

View File

@@ -1,52 +1,37 @@
using Content.Server.Power.Components;
using Content.Shared.Radiation;
using Content.Shared.Singularity.Components;
using Content.Server.Singularity.EntitySystems;
namespace Content.Server.Singularity.Components
{
/// <summary>
/// Generates electricity from radiation.
/// </summary>
[RegisterComponent]
public sealed class RadiationCollectorComponent : Component, IRadiationAct
[Friend(typeof(RadiationCollectorSystem))]
public sealed class RadiationCollectorComponent : Component
{
[Dependency] private readonly IEntityManager _entMan = default!;
public bool Enabled;
public TimeSpan CoolDownEnd;
[ViewVariables(VVAccess.ReadWrite)]
public bool Collecting {
get => Enabled;
set
{
if (Enabled == value) return;
Enabled = value;
SetAppearance(Enabled ? RadiationCollectorVisualState.Activating : RadiationCollectorVisualState.Deactivating);
}
}
/// <summary>
/// How much joules will collector generate for each rad.
/// </summary>
[DataField("chargeModifier")]
[ViewVariables(VVAccess.ReadWrite)]
public float ChargeModifier = 30000f;
void IRadiationAct.RadiationAct(float frameTime, SharedRadiationPulseComponent radiation)
{
if (!Enabled) return;
/// <summary>
/// Cooldown time between users interaction.
/// </summary>
[DataField("cooldown")]
[ViewVariables(VVAccess.ReadWrite)]
public TimeSpan Cooldown = TimeSpan.FromSeconds(0.81f);
// No idea if this is even vaguely accurate to the previous logic.
// The maths is copied from that logic even though it works differently.
// But the previous logic would also make the radiation collectors never ever stop providing energy.
// And since frameTime was used there, I'm assuming that this is what the intent was.
// This still won't stop things being potentially hilarously unbalanced though.
if (_entMan.TryGetComponent<BatteryComponent>(Owner, out var batteryComponent))
{
batteryComponent.CurrentCharge += frameTime * radiation.RadsPerSecond * ChargeModifier;
}
}
/// <summary>
/// Was machine activated by user?
/// </summary>
[ViewVariables(VVAccess.ReadOnly)]
public bool Enabled;
public void SetAppearance(RadiationCollectorVisualState state)
{
if (IoCManager.Resolve<IEntityManager>().TryGetComponent<AppearanceComponent?>(Owner, out var appearance))
{
appearance.SetData(RadiationCollectorVisuals.VisualState, state);
}
}
/// <summary>
/// Timestamp when machine can be deactivated again.
/// </summary>
public TimeSpan CoolDownEnd;
}
}

View File

@@ -2,6 +2,8 @@ using Content.Server.Singularity.Components;
using Content.Shared.Interaction;
using Content.Shared.Singularity.Components;
using Content.Server.Popups;
using Content.Server.Power.Components;
using Content.Shared.Radiation.Events;
using Robust.Shared.Timing;
using Robust.Shared.Player;
@@ -15,6 +17,7 @@ namespace Content.Server.Singularity.EntitySystems
{
base.Initialize();
SubscribeLocalEvent<RadiationCollectorComponent, InteractHandEvent>(OnInteractHand);
SubscribeLocalEvent<RadiationCollectorComponent, OnIrradiatedEvent>(OnRadiation);
}
private void OnInteractHand(EntityUid uid, RadiationCollectorComponent component, InteractHandEvent args)
@@ -24,18 +27,58 @@ namespace Content.Server.Singularity.EntitySystems
if(curTime < component.CoolDownEnd)
return;
if (!component.Enabled)
ToggleCollector(uid, args.User, component);
component.CoolDownEnd = curTime + component.Cooldown;
}
private void OnRadiation(EntityUid uid, RadiationCollectorComponent component, OnIrradiatedEvent args)
{
if (!component.Enabled) return;
// No idea if this is even vaguely accurate to the previous logic.
// The maths is copied from that logic even though it works differently.
// But the previous logic would also make the radiation collectors never ever stop providing energy.
// And since frameTime was used there, I'm assuming that this is what the intent was.
// This still won't stop things being potentially hilariously unbalanced though.
if (TryComp<BatteryComponent>(uid, out var batteryComponent))
{
_popupSystem.PopupEntity(Loc.GetString("radiation-collector-component-use-on"), uid, Filter.Pvs(args.User));
component.Collecting = true;
var charge = args.TotalRads * component.ChargeModifier;
batteryComponent.CurrentCharge += charge;
}
else
}
public void ToggleCollector(EntityUid uid, EntityUid? user = null, RadiationCollectorComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
SetCollectorEnabled(uid, !component.Enabled, user, component);
}
public void SetCollectorEnabled(EntityUid uid, bool enabled, EntityUid? user = null, RadiationCollectorComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
component.Enabled = enabled;
// Show message to the player
if (user != null)
{
_popupSystem.PopupEntity(Loc.GetString("radiation-collector-component-use-off"), uid, Filter.Pvs(args.User));
component.Collecting = false;
var msg = component.Enabled ? "radiation-collector-component-use-on" : "radiation-collector-component-use-off";
_popupSystem.PopupEntity(Loc.GetString(msg), uid, Filter.Pvs(user.Value));
}
component.CoolDownEnd = curTime + TimeSpan.FromSeconds(0.81f);
// Update appearance
UpdateAppearance(uid, component);
}
private void UpdateAppearance(EntityUid uid, RadiationCollectorComponent? component, AppearanceComponent? appearance = null)
{
if (!Resolve(uid, ref component, ref appearance))
return;
var state = component.Enabled ? RadiationCollectorVisualState.Active : RadiationCollectorVisualState.Deactive;
appearance.SetData(RadiationCollectorVisuals.VisualState, state);
}
}
}

View File

@@ -32,7 +32,7 @@ namespace Content.Server.Singularity
}
foreach (var comp in entityManager.EntityQuery<RadiationCollectorComponent>())
{
comp.Collecting = true;
EntitySystem.Get<RadiationCollectorSystem>().SetCollectorEnabled(comp.Owner, true, null, comp);
}
foreach (var comp in entityManager.EntityQuery<ParticleAcceleratorControlBoxComponent>())
{