Adds the antimatter engine (#1905)
* adds antimatter engine * fixes some nullables * fixes ALL OF THE NULLABLES * adds explosions * adds fancy lighting * requested changes + license info Co-authored-by: ancientpower <ancientpowerer@gmail.com>
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@@ -0,0 +1,73 @@
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#nullable enable
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using Content.Shared.GameObjects.Components.Power.AME;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.ViewVariables;
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace Content.Server.GameObjects.Components.Power.AME
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{
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[RegisterComponent]
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public class AMEShieldComponent : SharedAMEShieldComponent
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{
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private bool _isCore = false;
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[ViewVariables]
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public int CoreIntegrity = 100;
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private AppearanceComponent? _appearance;
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private PointLightComponent? _pointLight;
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public override void Initialize()
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{
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base.Initialize();
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Owner.TryGetComponent(out _appearance);
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Owner.TryGetComponent(out _pointLight);
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}
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internal void OnUpdate(float frameTime)
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{
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throw new NotImplementedException();
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}
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public void SetCore()
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{
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if(_isCore) { return; }
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_isCore = true;
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_appearance?.SetData(AMEShieldVisuals.Core, "isCore");
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}
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public void UnsetCore()
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{
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_isCore = false;
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_appearance?.SetData(AMEShieldVisuals.Core, "isNotCore");
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}
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public void UpdateCoreVisuals(int injectionStrength, bool injecting)
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{
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if (!injecting)
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{
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_appearance?.SetData(AMEShieldVisuals.CoreState, "off");
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if (_pointLight != null) { _pointLight.Enabled = false; }
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return;
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}
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if (_pointLight != null)
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{
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_pointLight.Radius = Math.Clamp(injectionStrength, 1, 12);
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_pointLight.Enabled = true;
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}
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if (injectionStrength > 2)
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{
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_appearance?.SetData(AMEShieldVisuals.CoreState, "strong");
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return;
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}
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_appearance?.SetData(AMEShieldVisuals.CoreState, "weak");
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}
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}
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}
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