Singularity, Particle Accelerator & Radiation Collectors (#2169)

* basic radiation generator

* might need this

* thonk

* big thonk

* oop

* e

* werks

* sprite

* oopsy woopsy

* radiation

* clean up file

* makes it work, probably

* minor fixes

* resources

* progress on component

* this will no longer be necessary

* radiation go brrrr

* finally fix container issues

* out var

Co-authored-by: Remie Richards <remierichards@gmail.com>

* second out fix

* another out fix

Co-authored-by: Remie Richards <remierichards@gmail.com>

* switch case

* fix switch

* sound and improvements

* nullable

* basic containment field system

* ensure alignment

* fix beam placement logic

* field generation fully working

* fix potential crash

* working containment functionality

* extremely basic emitter functionality

* fix radiation panel naming

* emitter stuff

* oopsies

* fixes

* some fixes

* cleanup

* small fix and move emitter file

* add sprite resources for PA

* slight rework of the singulo
adds rads

* pushing for smugleaf :)

* added radiationpanels

* some fixes for the singulo

* containmentfield

* pa wip

* progress

* pa working

* emitter fix

* works :)

* ui works

* some work on ui & pa

* progress

* ui work & misc fixes

* GREYSCALE

* pa ui polish
containmentfieldgen rework

* singulo rework
added snapgrid

* getcomponent get out

* singulo rework
added collisiongroups underplating & passable

* yaml work:
- collision boxes
- singulo now unshaded

* no unlit

* misc changes

* pa wires

* add usability check

* nullable enable

* minor fix

* power need added

* reenables containment field energy drain
menu close button
singularity collider fix

* sprite replacement

* finished singulo pulling

* pjb fixes

* fixing sprites & minor adjustments

* decrease containmentfield power

* some yml adjustments

* unlit layers
singulogenerator

* singulogen

* everything works just not the powergetting on the pa
i wanna die

* Adds PA construction graphs, PA construction works

* Snap to grid parts when completing construction

* updated to newest master

* inb4 i work on power

* fixes upstream merge
adds power need to particleaccelerator

* properly implements power & apc power

* Emitters are now fancy.

* I have actually no idea how this happened.

* Give PA a wiring LayoutId

* PA is an acronym

* indicators
fixes hacking

* Singulo is a word you blasphemous IDE.

* Rewrite the PA.

* Fancy names for PA parts.

* Wiring fixes, strength wire cutting.

* fixes projectile & ignores components

* nullability errors

* fixes integration tests

Co-authored-by: unusualcrow <unusualcrow@protonmail.com>
Co-authored-by: L.E.D <10257081+unusualcrow@users.noreply.github.com>
Co-authored-by: Remie Richards <remierichards@gmail.com>
Co-authored-by: Víctor Aguilera Puerto <zddm@outlook.es>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
This commit is contained in:
Paul Ritter
2020-10-28 19:19:47 +01:00
committed by GitHub
parent 74fe2609f5
commit 6a0aa9b72f
171 changed files with 4357 additions and 42 deletions

View File

@@ -541,7 +541,7 @@ namespace Content.Server.GameObjects.Components.GUI
var list = new List<KeyValuePair<Slots, EntityUid>>();
foreach (var (slot, container) in _slotContainers)
{
if (container.ContainedEntity != null)
if (container != null && container.ContainedEntity != null)
{
list.Add(new KeyValuePair<Slots, EntityUid>(slot, container.ContainedEntity.Uid));
}

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@@ -0,0 +1,724 @@
#nullable enable
using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Diagnostics.CodeAnalysis;
using System.Threading;
using Content.Server.GameObjects.Components.Power.ApcNetComponents;
using Content.Server.GameObjects.Components.Power.PowerNetComponents;
using Content.Server.GameObjects.Components.VendingMachines;
using Content.Server.Utility;
using Content.Shared.GameObjects.Components;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.Components.UserInterface;
using Robust.Server.Interfaces.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
using static Content.Shared.GameObjects.Components.SharedWiresComponent;
using Timer = Robust.Shared.Timers.Timer;
namespace Content.Server.GameObjects.Components.PA
{
// This component is in control of the PA's logic because it's the one to contain the wires for hacking.
// And also it's the only PA component that meaningfully needs to work on its own.
/// <summary>
/// Is the computer thing people interact with to control the PA.
/// Also contains primary logic for actual PA behavior, part scanning, etc...
/// </summary>
[ComponentReference(typeof(IActivate))]
[RegisterComponent]
public class ParticleAcceleratorControlBoxComponent : ParticleAcceleratorPartComponent, IActivate, IWires
{
public override string Name => "ParticleAcceleratorControlBox";
[ViewVariables]
private BoundUserInterface? UserInterface => Owner.GetUIOrNull(ParticleAcceleratorControlBoxUiKey.Key);
/// <summary>
/// Power receiver for the control console itself.
/// </summary>
[ViewVariables] private PowerReceiverComponent? _powerReceiverComponent;
[ViewVariables] private ParticleAcceleratorFuelChamberComponent? _partFuelChamber;
[ViewVariables] private ParticleAcceleratorEndCapComponent? _partEndCap;
[ViewVariables] private ParticleAcceleratorPowerBoxComponent? _partPowerBox;
[ViewVariables] private ParticleAcceleratorEmitterComponent? _partEmitterLeft;
[ViewVariables] private ParticleAcceleratorEmitterComponent? _partEmitterCenter;
[ViewVariables] private ParticleAcceleratorEmitterComponent? _partEmitterRight;
[ViewVariables] private ParticleAcceleratorPowerState _selectedStrength = ParticleAcceleratorPowerState.Standby;
[ViewVariables] private bool _isAssembled;
// Enabled: power switch is on
[ViewVariables] private bool _isEnabled;
// Powered: power switch is on AND the PA is actively firing (if not on standby)
[ViewVariables] private bool _isPowered;
[ViewVariables] private bool _wireInterfaceBlocked;
[ViewVariables] private bool _wirePowerBlocked;
[ViewVariables] private bool _wireLimiterCut;
[ViewVariables] private bool _wireStrengthCut;
[ViewVariables] private CancellationTokenSource? _fireCancelTokenSrc;
/// <summary>
/// Delay between consecutive PA shots.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)] private TimeSpan _firingDelay;
[ViewVariables(VVAccess.ReadWrite)] private int _powerDrawBase;
[ViewVariables(VVAccess.ReadWrite)] private int _powerDrawMult;
[ViewVariables] private bool ConsolePowered => _powerReceiverComponent?.Powered ?? true;
public ParticleAcceleratorControlBoxComponent()
{
Master = this;
}
private ParticleAcceleratorPowerState MaxPower => _wireLimiterCut
? ParticleAcceleratorPowerState.Level3
: ParticleAcceleratorPowerState.Level2;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
// Fun fact:
// On /vg/station (can't check TG because lol they removed singulo),
// the PA emitter parts have var/fire_delay = 50.
// For anybody from the future not BYOND-initiated, that's 5 seconds.
// However, /obj/machinery/particle_accelerator/control_box/process(),
// which calls emit_particle() on the emitters,
// only gets called every *2* seconds, because of CarnMC timing.
// So the *actual* effective firing delay of the PA is 6 seconds, not 5 as listed in the code.
// So...
// I have reflected that here to be authentic.
serializer.DataField(ref _firingDelay, "fireDelay", TimeSpan.FromSeconds(6));
serializer.DataField(ref _powerDrawBase, "powerDrawBase", 500);
serializer.DataField(ref _powerDrawMult, "powerDrawMult", 1500);
}
public override void Initialize()
{
base.Initialize();
if (UserInterface != null)
{
UserInterface.OnReceiveMessage += UserInterfaceOnOnReceiveMessage;
}
if (!Owner.TryGetComponent(out _powerReceiverComponent))
{
Logger.Error("ParticleAcceleratorControlBox was created without PowerReceiverComponent");
return;
}
_powerReceiverComponent.OnPowerStateChanged += OnPowerStateChanged;
_powerReceiverComponent.Load = 250;
}
protected override void Startup()
{
base.Startup();
UpdateWireStatus();
}
// This is the power state for the PA control box itself.
// Keep in mind that the PA itself can keep firing as long as the HV cable under the power box has... power.
private void OnPowerStateChanged(object? sender, PowerStateEventArgs e)
{
UpdateAppearance();
if (!e.Powered)
{
UserInterface?.CloseAll();
}
}
private void UserInterfaceOnOnReceiveMessage(ServerBoundUserInterfaceMessage obj)
{
if (!ConsolePowered)
{
return;
}
if (obj.Session.AttachedEntity == null ||
!ActionBlockerSystem.CanInteract(obj.Session.AttachedEntity))
{
return;
}
if (_wireInterfaceBlocked)
{
return;
}
switch (obj.Message)
{
case ParticleAcceleratorSetEnableMessage enableMessage:
if (enableMessage.Enabled)
{
SwitchOn();
}
else
{
SwitchOff();
}
break;
case ParticleAcceleratorSetPowerStateMessage stateMessage:
SetStrength(stateMessage.State);
break;
case ParticleAcceleratorRescanPartsMessage _:
RescanParts();
break;
}
UpdateUI();
}
public void UpdateUI()
{
var draw = 0;
var receive = 0;
if (_isEnabled)
{
draw = _partPowerBox!.PowerConsumerComponent!.DrawRate;
receive = _partPowerBox!.PowerConsumerComponent!.ReceivedPower;
}
var state = new ParticleAcceleratorUIState(
_isAssembled,
_isEnabled,
_selectedStrength,
draw,
receive,
_partEmitterLeft != null,
_partEmitterCenter != null,
_partEmitterRight != null,
_partPowerBox != null,
_partFuelChamber != null,
_partEndCap != null,
_wireInterfaceBlocked,
MaxPower,
_wirePowerBlocked);
UserInterface?.SetState(state);
}
void IActivate.Activate(ActivateEventArgs eventArgs)
{
if (!eventArgs.User.TryGetComponent(out IActorComponent? actor))
{
return;
}
if (Owner.TryGetComponent<WiresComponent>(out var wires) && wires.IsPanelOpen)
{
wires.OpenInterface(actor.playerSession);
}
else
{
if (!ConsolePowered)
{
return;
}
UserInterface?.Toggle(actor.playerSession);
UpdateUI();
}
}
public override void OnRemove()
{
UserInterface?.CloseAll();
base.OnRemove();
}
void IWires.RegisterWires(WiresComponent.WiresBuilder builder)
{
builder.CreateWire(ParticleAcceleratorControlBoxWires.Toggle);
builder.CreateWire(ParticleAcceleratorControlBoxWires.Strength);
builder.CreateWire(ParticleAcceleratorControlBoxWires.Interface);
builder.CreateWire(ParticleAcceleratorControlBoxWires.Limiter);
builder.CreateWire(ParticleAcceleratorControlBoxWires.Nothing);
}
public void WiresUpdate(WiresUpdateEventArgs args)
{
switch (args.Identifier)
{
case ParticleAcceleratorControlBoxWires.Toggle:
if (args.Action == WiresAction.Pulse)
{
if (_isEnabled)
{
SwitchOff();
}
else
{
SwitchOn();
}
}
else
{
_wirePowerBlocked = args.Action == WiresAction.Cut;
if (_isEnabled)
{
SwitchOff();
}
}
break;
case ParticleAcceleratorControlBoxWires.Strength:
if (args.Action == WiresAction.Pulse)
{
SetStrength(_selectedStrength + 1);
}
else
{
_wireStrengthCut = args.Action == WiresAction.Cut;
}
break;
case ParticleAcceleratorControlBoxWires.Interface:
if (args.Action == WiresAction.Pulse)
{
_wireInterfaceBlocked ^= true;
}
else
{
_wireInterfaceBlocked = args.Action == WiresAction.Cut;
}
break;
case ParticleAcceleratorControlBoxWires.Limiter:
if (args.Action == WiresAction.Pulse)
{
Owner.PopupMessageEveryone(Loc.GetString("The control box makes a whirring noise."));
}
else
{
_wireLimiterCut = args.Action == WiresAction.Cut;
if (_selectedStrength == ParticleAcceleratorPowerState.Level3 && !_wireLimiterCut)
{
// Yes, it's a feature that mending this wire WON'T WORK if the strength wire is also cut.
// Since that blocks SetStrength().
SetStrength(ParticleAcceleratorPowerState.Level2);
}
}
break;
}
UpdateUI();
UpdateWireStatus();
}
private void UpdateWireStatus()
{
if (!Owner.TryGetComponent(out WiresComponent? wires))
{
return;
}
var powerBlock = _wirePowerBlocked;
var keyboardLight = new StatusLightData(Color.Green,
_wireInterfaceBlocked
? StatusLightState.BlinkingFast
: StatusLightState.On,
"KEYB");
var powerLight = new StatusLightData(
Color.Yellow,
powerBlock ? StatusLightState.Off : StatusLightState.On,
"POWR");
var limiterLight = new StatusLightData(
_wireLimiterCut ? Color.Purple : Color.Teal,
StatusLightState.On,
"LIMT");
var strengthLight = new StatusLightData(
Color.Blue,
_wireStrengthCut ? StatusLightState.BlinkingSlow : StatusLightState.On,
"STRC");
wires.SetStatus(ParticleAcceleratorWireStatus.Keyboard, keyboardLight);
wires.SetStatus(ParticleAcceleratorWireStatus.Power, powerLight);
wires.SetStatus(ParticleAcceleratorWireStatus.Limiter, limiterLight);
wires.SetStatus(ParticleAcceleratorWireStatus.Strength, strengthLight);
}
public void RescanParts()
{
SwitchOff();
foreach (var part in AllParts())
{
part.Master = null;
}
_isAssembled = false;
_partFuelChamber = null;
_partEndCap = null;
_partPowerBox = null;
_partEmitterLeft = null;
_partEmitterCenter = null;
_partEmitterRight = null;
// Find fuel chamber first by scanning cardinals.
if (SnapGrid != null)
{
foreach (var maybeFuel in SnapGrid.GetCardinalNeighborCells())
{
if (maybeFuel.Owner.TryGetComponent(out _partFuelChamber))
{
break;
}
}
}
if (_partFuelChamber == null)
{
UpdateUI();
return;
}
// Align ourselves to match fuel chamber orientation.
// This means that if you mess up the orientation of the control box it's not a big deal,
// because the sprite is far from obvious about the orientation.
Owner.Transform.LocalRotation = _partFuelChamber.Owner.Transform.LocalRotation;
var offsetEndCap = RotateOffset((1, 1));
var offsetPowerBox = RotateOffset((1, -1));
var offsetEmitterLeft = RotateOffset((0, -2));
var offsetEmitterCenter = RotateOffset((1, -2));
var offsetEmitterRight = RotateOffset((2, -2));
ScanPart(offsetEndCap, out _partEndCap);
ScanPart(offsetPowerBox, out _partPowerBox);
if (!ScanPart(offsetEmitterCenter, out _partEmitterCenter) ||
_partEmitterCenter.Type != ParticleAcceleratorEmitterType.Center)
{
// if it's the wrong type we need to clear this to avoid shenanigans.
_partEmitterCenter = null;
}
if (ScanPart(offsetEmitterLeft, out _partEmitterLeft) &&
_partEmitterLeft.Type != ParticleAcceleratorEmitterType.Left)
{
_partEmitterLeft = null;
}
if (ScanPart(offsetEmitterRight, out _partEmitterRight) &&
_partEmitterRight.Type != ParticleAcceleratorEmitterType.Right)
{
_partEmitterRight = null;
}
_isAssembled = _partFuelChamber != null &&
_partPowerBox != null &&
_partEmitterCenter != null &&
_partEmitterLeft != null &&
_partEmitterRight != null &&
_partEndCap != null;
foreach (var part in AllParts())
{
part.Master = this;
}
UpdateUI();
Vector2i RotateOffset(in Vector2i vec)
{
var rot = new Angle(Owner.Transform.LocalRotation + Math.PI / 2);
return (Vector2i) rot.RotateVec(vec);
}
}
private bool ScanPart<T>(Vector2i offset, [NotNullWhen(true)] out T? part)
where T : ParticleAcceleratorPartComponent
{
foreach (var ent in SnapGrid!.GetOffset(offset))
{
if (ent.TryGetComponent(out part) && !part.Deleted)
{
return true;
}
}
part = default;
return false;
}
private IEnumerable<ParticleAcceleratorPartComponent> AllParts()
{
if (_partFuelChamber != null)
yield return _partFuelChamber;
if (_partEndCap != null)
yield return _partEndCap;
if (_partPowerBox != null)
yield return _partPowerBox;
if (_partEmitterLeft != null)
yield return _partEmitterLeft;
if (_partEmitterCenter != null)
yield return _partEmitterCenter;
if (_partEmitterRight != null)
yield return _partEmitterRight;
}
private void SwitchOn()
{
DebugTools.Assert(_isAssembled);
if (_isEnabled)
{
return;
}
_isEnabled = true;
UpdatePowerDraw();
// If we don't have power yet we'll turn on when we receive more power from the powernet.
// if we do we'll just go and turn on right now.
if (_partPowerBox!.PowerConsumerComponent!.ReceivedPower >= _partPowerBox.PowerConsumerComponent.DrawRate)
{
PowerOn();
}
UpdateUI();
}
private void UpdatePowerDraw()
{
_partPowerBox!.PowerConsumerComponent!.DrawRate = PowerDrawFor(_selectedStrength);
}
private void SwitchOff()
{
_isEnabled = false;
PowerOff();
UpdateUI();
}
private void PowerOn()
{
DebugTools.Assert(_isEnabled);
DebugTools.Assert(_isAssembled);
if (_isPowered)
{
return;
}
_isPowered = true;
UpdateFiring();
UpdatePartVisualStates();
UpdateUI();
}
private void PowerOff()
{
if (!_isPowered)
{
return;
}
_isPowered = false;
UpdateFiring();
UpdateUI();
UpdatePartVisualStates();
}
private void SetStrength(ParticleAcceleratorPowerState state)
{
if (_wireStrengthCut)
{
return;
}
state = (ParticleAcceleratorPowerState) MathHelper.Clamp(
(int) state,
(int) ParticleAcceleratorPowerState.Standby,
(int) MaxPower);
_selectedStrength = state;
UpdateAppearance();
UpdatePartVisualStates();
if (_isEnabled)
{
UpdatePowerDraw();
UpdateFiring();
}
}
private void UpdateAppearance()
{
if (Owner.TryGetComponent(out AppearanceComponent? appearance))
{
appearance.SetData(ParticleAcceleratorVisuals.VisualState,
_powerReceiverComponent!.Powered
? (ParticleAcceleratorVisualState) _selectedStrength
: ParticleAcceleratorVisualState.Unpowered);
}
}
private void UpdateFiring()
{
if (!_isPowered || _selectedStrength == ParticleAcceleratorPowerState.Standby)
{
StopFiring();
}
else
{
StartFiring();
}
}
private void StartFiring()
{
EverythingIsWellToFire();
_fireCancelTokenSrc?.Cancel();
_fireCancelTokenSrc = new CancellationTokenSource();
var cancelToken = _fireCancelTokenSrc.Token;
Timer.SpawnRepeating(_firingDelay, Fire, cancelToken);
}
private void Fire()
{
EverythingIsWellToFire();
_partEmitterCenter!.Fire(_selectedStrength);
_partEmitterLeft!.Fire(_selectedStrength);
_partEmitterRight!.Fire(_selectedStrength);
}
[Conditional("DEBUG")]
private void EverythingIsWellToFire()
{
DebugTools.Assert(!Deleted);
DebugTools.Assert(_isPowered);
DebugTools.Assert(_selectedStrength != ParticleAcceleratorPowerState.Standby);
DebugTools.Assert(_isAssembled);
DebugTools.Assert(_partEmitterCenter != null);
DebugTools.Assert(_partEmitterLeft != null);
DebugTools.Assert(_partEmitterRight != null);
}
private void StopFiring()
{
_fireCancelTokenSrc?.Cancel();
_fireCancelTokenSrc = null;
}
private int PowerDrawFor(ParticleAcceleratorPowerState strength)
{
return strength switch
{
ParticleAcceleratorPowerState.Standby => 0,
ParticleAcceleratorPowerState.Level0 => 1,
ParticleAcceleratorPowerState.Level1 => 3,
ParticleAcceleratorPowerState.Level2 => 4,
ParticleAcceleratorPowerState.Level3 => 5,
_ => 0
} * _powerDrawMult + _powerDrawBase;
}
public void PowerBoxReceivedChanged(object? sender, ReceivedPowerChangedEventArgs eventArgs)
{
DebugTools.Assert(_isAssembled);
if (!_isEnabled)
{
return;
}
var isPowered = eventArgs.ReceivedPower >= eventArgs.DrawRate;
if (isPowered)
{
PowerOn();
}
else
{
PowerOff();
}
UpdateUI();
}
private void UpdatePartVisualStates()
{
// UpdatePartVisualState(ControlBox);
UpdatePartVisualState(_partFuelChamber);
UpdatePartVisualState(_partPowerBox);
UpdatePartVisualState(_partEmitterCenter);
UpdatePartVisualState(_partEmitterLeft);
UpdatePartVisualState(_partEmitterRight);
//no endcap because it has no powerlevel-sprites
}
private void UpdatePartVisualState(ParticleAcceleratorPartComponent? component)
{
if (component == null || !component.Owner.TryGetComponent<AppearanceComponent>(out var appearanceComponent))
{
return;
}
var state = _isPowered
? (ParticleAcceleratorVisualState) _selectedStrength
: ParticleAcceleratorVisualState.Unpowered;
appearanceComponent.SetData(ParticleAcceleratorVisuals.VisualState, state);
}
public override void Rotated()
{
// We rotate OURSELVES when scanning for parts, so don't actually run rescan on rotate.
// That would be silly.
}
public enum ParticleAcceleratorControlBoxWires
{
/// <summary>
/// Pulse toggles Power. Cut permanently turns off until Mend.
/// </summary>
Toggle,
/// <summary>
/// Pulsing increases level until at limit.
/// </summary>
Strength,
/// <summary>
/// Pulsing toggles Button-Disabled on UI. Cut disables, Mend enables.
/// </summary>
Interface,
/// <summary>
/// Pulsing will produce short message about whirring noise. Cutting increases the max level to 3. Mending reduces it back to 2.
/// </summary>
Limiter,
/// <summary>
/// Does Nothing
/// </summary>
Nothing
}
}
}

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@@ -0,0 +1,50 @@
using Content.Shared.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Serialization;
namespace Content.Server.GameObjects.Components.PA
{
[RegisterComponent]
[ComponentReference(typeof(ParticleAcceleratorPartComponent))]
public class ParticleAcceleratorEmitterComponent : ParticleAcceleratorPartComponent
{
[Dependency] private IEntityManager _entityManager = null!;
public override string Name => "ParticleAcceleratorEmitter";
public ParticleAcceleratorEmitterType Type;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref Type, "emitterType", ParticleAcceleratorEmitterType.Center);
}
public void Fire(ParticleAcceleratorPowerState strength)
{
var projectile = _entityManager.SpawnEntity("ParticlesProjectile", Owner.Transform.Coordinates);
if (!projectile.TryGetComponent<ParticleProjectileComponent>(out var particleProjectileComponent))
{
Logger.Error("ParticleAcceleratorEmitter tried firing particles, but they was spawned without a ParticleProjectileComponent");
return;
}
particleProjectileComponent.Fire(strength, Owner.Transform.WorldRotation, Owner);
}
public override string ToString()
{
return base.ToString() + $" EmitterType:{Type}";
}
}
public enum ParticleAcceleratorEmitterType
{
Left,
Center,
Right
}
}

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using Robust.Shared.GameObjects;
namespace Content.Server.GameObjects.Components.PA
{
[RegisterComponent]
[ComponentReference(typeof(ParticleAcceleratorPartComponent))]
public class ParticleAcceleratorEndCapComponent : ParticleAcceleratorPartComponent
{
public override string Name => "ParticleAcceleratorEndCap";
}
}

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@@ -0,0 +1,11 @@
using Robust.Shared.GameObjects;
namespace Content.Server.GameObjects.Components.PA
{
[RegisterComponent]
[ComponentReference(typeof(ParticleAcceleratorPartComponent))]
public class ParticleAcceleratorFuelChamberComponent : ParticleAcceleratorPartComponent
{
public override string Name => "ParticleAcceleratorFuelChamber";
}
}

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#nullable enable
using Content.Server.Utility;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Components.Transform;
using Robust.Shared.Log;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.PA
{
public abstract class ParticleAcceleratorPartComponent : Component
{
[ViewVariables] private PhysicsComponent? _collidableComponent;
[ViewVariables] public ParticleAcceleratorControlBoxComponent? Master;
[ViewVariables] protected SnapGridComponent? SnapGrid;
public override void Initialize()
{
base.Initialize();
// FIXME: this has to be an entity system, full stop.
if (!Owner.TryGetComponent(out _collidableComponent))
{
Logger.Error("ParticleAcceleratorPartComponent created with no CollidableComponent");
}
else
{
_collidableComponent.AnchoredChanged += OnAnchorChanged;
}
if (!Owner.TryGetComponent(out SnapGrid))
{
Logger.Error("ParticleAcceleratorControlBox was created without SnapGridComponent");
}
}
public void OnAnchorChanged()
{
RescanIfPossible();
}
public override void OnRemove()
{
base.OnRemove();
RescanIfPossible();
}
private void RescanIfPossible()
{
Master?.RescanParts();
}
public virtual void Rotated()
{
RescanIfPossible();
}
}
}

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#nullable enable
using Content.Server.GameObjects.Components.Power.PowerNetComponents;
using Robust.Shared.GameObjects;
using Robust.Shared.Log;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.PA
{
[RegisterComponent]
[ComponentReference(typeof(ParticleAcceleratorPartComponent))]
public class ParticleAcceleratorPowerBoxComponent : ParticleAcceleratorPartComponent
{
public override string Name => "ParticleAcceleratorPowerBox";
[ViewVariables] public PowerConsumerComponent? PowerConsumerComponent;
public override void Initialize()
{
base.Initialize();
if (Owner.TryGetComponent(out PowerConsumerComponent))
{
PowerConsumerComponent.OnReceivedPowerChanged += PowerReceivedChanged;
return;
}
Logger.Error($"ParticleAcceleratorPowerBoxComponent Component initialized without PowerConsumerComponent.");
}
private void PowerReceivedChanged(object? sender, ReceivedPowerChangedEventArgs e)
{
Master?.PowerBoxReceivedChanged(sender, e);
}
}
}

View File

@@ -0,0 +1,94 @@
using System;
using Content.Server.GameObjects.Components.Projectiles;
using Content.Server.GameObjects.Components.Singularity;
using Content.Shared.GameObjects.Components;
using Content.Shared.Physics;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Timers;
namespace Content.Server.GameObjects.Components.PA
{
[RegisterComponent]
public class ParticleProjectileComponent : Component, ICollideBehavior
{
public override string Name => "ParticleProjectile";
private ParticleAcceleratorPowerState _state;
public void CollideWith(IEntity collidedWith)
{
if (collidedWith.TryGetComponent<SingularityComponent>(out var singularityComponent))
{
var multiplier = _state switch
{
ParticleAcceleratorPowerState.Standby => 0,
ParticleAcceleratorPowerState.Level0 => 1,
ParticleAcceleratorPowerState.Level1 => 3,
ParticleAcceleratorPowerState.Level2 => 6,
ParticleAcceleratorPowerState.Level3 => 10,
_ => 0
};
singularityComponent.Energy += 10 * multiplier;
Owner.Delete();
}else if (collidedWith.TryGetComponent<SingularityGeneratorComponent>(out var singularityGeneratorComponent)
)
{
singularityGeneratorComponent.Power += _state switch
{
ParticleAcceleratorPowerState.Standby => 0,
ParticleAcceleratorPowerState.Level0 => 1,
ParticleAcceleratorPowerState.Level1 => 2,
ParticleAcceleratorPowerState.Level2 => 4,
ParticleAcceleratorPowerState.Level3 => 8,
_ => 0
};
Owner.Delete();
}
}
public void Fire(ParticleAcceleratorPowerState state, Angle angle, IEntity firer)
{
_state = state;
if (!Owner.TryGetComponent<PhysicsComponent>(out var physicsComponent))
{
Logger.Error("ParticleProjectile tried firing, but it was spawned without a CollidableComponent");
return;
}
physicsComponent.Status = BodyStatus.InAir;
if (!Owner.TryGetComponent<ProjectileComponent>(out var projectileComponent))
{
Logger.Error("ParticleProjectile tried firing, but it was spawned without a ProjectileComponent");
return;
}
projectileComponent.IgnoreEntity(firer);
var suffix = state switch
{
ParticleAcceleratorPowerState.Level0 => "0",
ParticleAcceleratorPowerState.Level1 => "1",
ParticleAcceleratorPowerState.Level2 => "2",
ParticleAcceleratorPowerState.Level3 => "3",
_ => "0"
};
if (!Owner.TryGetComponent<SpriteComponent>(out var spriteComponent))
{
Logger.Error("ParticleProjectile tried firing, but it was spawned without a SpriteComponent");
return;
}
spriteComponent.LayerSetState(0, $"particle{suffix}");
physicsComponent
.EnsureController<BulletController>()
.LinearVelocity = angle.ToVec() * 20f;
Owner.Transform.LocalRotation = new Angle(angle + Angle.FromDegrees(180));
Timer.Spawn(3000, () => Owner.Delete());
}
}
}

View File

@@ -1,4 +1,5 @@
using System.Diagnostics;
using System;
using System.Diagnostics;
using Content.Server.GameObjects.Components.NodeContainer.NodeGroups;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization;
@@ -33,6 +34,8 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
public int ReceivedPower { get => _receivedPower; set => SetReceivedPower(value); }
private int _receivedPower;
public event EventHandler<ReceivedPowerChangedEventArgs> OnReceivedPowerChanged;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
@@ -60,7 +63,9 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
private void SetReceivedPower(int newReceivedPower)
{
Debug.Assert(newReceivedPower >= 0 && newReceivedPower <= DrawRate);
if(_receivedPower == newReceivedPower) return;
_receivedPower = newReceivedPower;
OnReceivedPowerChanged?.Invoke(this, new ReceivedPowerChangedEventArgs(_drawRate, _receivedPower));
}
private void SetPriority(Priority newPriority)
@@ -75,4 +80,16 @@ namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
First,
Last,
}
public class ReceivedPowerChangedEventArgs : EventArgs
{
public readonly int DrawRate;
public readonly int ReceivedPower;
public ReceivedPowerChangedEventArgs(int drawRate, int receivedPower)
{
DrawRate = drawRate;
ReceivedPower = receivedPower;
}
}
}

View File

@@ -0,0 +1,97 @@
using System;
using System.Threading;
using Content.Server.Utility;
using Content.Shared.GameObjects.Components;
using Content.Shared.GameObjects.Components.Doors;
using Content.Shared.GameObjects.Components.Singularity;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Timer = Robust.Shared.Timers.Timer;
namespace Content.Server.GameObjects.Components.Power.PowerNetComponents
{
[RegisterComponent]
public class RadiationCollectorComponent : PowerSupplierComponent, IInteractHand, IRadiationAct
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
public override string Name => "RadiationCollector";
private bool _enabled;
private TimeSpan _coolDownEnd;
private PhysicsComponent _collidableComponent;
public override void Initialize()
{
base.Initialize();
if (!Owner.TryGetComponent(out _collidableComponent))
{
Logger.Error("RadiationCollectorComponent created with no CollidableComponent");
return;
}
_collidableComponent.AnchoredChanged += OnAnchoredChanged;
}
private void OnAnchoredChanged()
{
if(_collidableComponent.Anchored) Owner.SnapToGrid();
}
bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
{
var curTime = _gameTiming.CurTime;
if(curTime < _coolDownEnd)
return true;
if (!_enabled)
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("The collector turns on."));
EnableCollection();
}
else
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("The collector turns off."));
DisableCollection();
}
_coolDownEnd = curTime + TimeSpan.FromSeconds(0.81f);
return true;
}
void EnableCollection()
{
_enabled = true;
SetAppearance(RadiationCollectorVisualState.Activating);
}
void DisableCollection()
{
_enabled = false;
SetAppearance(RadiationCollectorVisualState.Deactivating);
}
public void RadiationAct(float frameTime, SharedRadiationPulseComponent radiation)
{
if (!_enabled) return;
SupplyRate = (int) (frameTime * radiation.RadsPerSecond * 3000f);
}
protected void SetAppearance(RadiationCollectorVisualState state)
{
if (Owner.TryGetComponent(out AppearanceComponent appearance))
{
appearance.SetData(RadiationCollectorVisuals.VisualState, state);
}
}
}
}

View File

@@ -0,0 +1,13 @@
using Content.Server.GameObjects.Components.Singularity;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.GameObjects.Components.Projectiles
{
[RegisterComponent]
public class EmitterBoltComponent : Component
{
public override string Name => "EmitterBoltComponent";
}
}

View File

@@ -60,6 +60,8 @@ namespace Content.Server.GameObjects.Components.Projectiles
Dirty();
}
private bool _internalDeleteOnCollide;
/// <summary>
/// Applies the damage when our projectile collides with its victim
/// </summary>
@@ -74,12 +76,12 @@ namespace Content.Server.GameObjects.Components.Projectiles
// This is so entities that shouldn't get a collision are ignored.
if (entity.TryGetComponent(out IPhysicsComponent otherPhysics) && otherPhysics.Hard == false)
{
_deleteOnCollide = false;
_internalDeleteOnCollide = false;
return;
}
else
{
_deleteOnCollide = true;
_internalDeleteOnCollide = true;
}
if (_soundHitSpecies != null && entity.HasComponent<IDamageableComponent>())
@@ -112,7 +114,7 @@ namespace Content.Server.GameObjects.Components.Projectiles
void ICollideBehavior.PostCollide(int collideCount)
{
if (collideCount > 0 && DeleteOnCollide) Owner.Delete();
if (collideCount > 0 && DeleteOnCollide && _internalDeleteOnCollide) Owner.Delete();
}
public override ComponentState GetComponentState()

View File

@@ -0,0 +1,29 @@
#nullable enable
using System;
using Content.Shared.Physics;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
namespace Content.Server.GameObjects.Components.Singularity
{
[RegisterComponent]
public class ContainmentFieldComponent : Component, ICollideBehavior
{
public override string Name => "ContainmentField";
public ContainmentFieldConnection? Parent;
public void CollideWith(IEntity collidedWith)
{
if (Parent == null)
{
Owner.Delete();
return;
}
Parent.TryRepell(Owner, collidedWith);
}
}
}

View File

@@ -0,0 +1,145 @@
using System;
using System.Collections.Generic;
using System.Threading;
using Content.Shared.Physics;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Timer = Robust.Shared.Timers.Timer;
namespace Content.Server.GameObjects.Components.Singularity
{
public class ContainmentFieldConnection : IDisposable
{
public readonly ContainmentFieldGeneratorComponent Generator1;
public readonly ContainmentFieldGeneratorComponent Generator2;
private List<IEntity> _fields = new List<IEntity>();
private int _sharedEnergyPool;
private CancellationTokenSource _powerDecreaseCancellationTokenSource = new CancellationTokenSource();
public int SharedEnergyPool
{
get => _sharedEnergyPool;
set
{
_sharedEnergyPool = Math.Clamp(value, 0, 10);
if (_sharedEnergyPool == 0)
{
Dispose();
}
}
}
public ContainmentFieldConnection(ContainmentFieldGeneratorComponent generator1, ContainmentFieldGeneratorComponent generator2)
{
Generator1 = generator1;
Generator2 = generator2;
//generateFields
var pos1 = generator1.Owner.Transform.Coordinates;
var pos2 = generator2.Owner.Transform.Coordinates;
if (pos1 == pos2)
{
Dispose();
return;
}
var entityManager = IoCManager.Resolve<IEntityManager>();
var delta = (pos2 - pos1).Position;
var dirVec = delta.Normalized;
var stopDist = delta.Length;
var currentOffset = dirVec;
while (currentOffset.Length < stopDist)
{
var currentCoords = pos1.Offset(currentOffset);
var newEnt = entityManager.SpawnEntity("ContainmentField", currentCoords);
if (!newEnt.TryGetComponent<ContainmentFieldComponent>(out var containmentFieldComponent))
{
Logger.Error("While creating Fields in ContainmentFieldConnection, a ContainmentField without a ContainmentFieldComponent was created. Deleting newly spawned ContainmentField...");
newEnt.Delete();
continue;
}
containmentFieldComponent.Parent = this;
newEnt.Transform.WorldRotation = dirVec.ToAngle();
_fields.Add(newEnt);
currentOffset += dirVec;
}
Timer.SpawnRepeating(1000, () => { SharedEnergyPool--;}, _powerDecreaseCancellationTokenSource.Token);
}
public bool CanRepell(IEntity toRepell)
{
var powerNeeded = 1;
if (toRepell.TryGetComponent<SingularityComponent>(out var singularityComponent))
{
powerNeeded += 2*singularityComponent.Level;
}
return _sharedEnergyPool > powerNeeded;
}
/// <summary>
/// Tries to repell a Entity. This deletes the connection if the repelling fails!
/// </summary>
/// <param name="repellFrom">Entity to repell from. Should be a field, otherwise return will be false.</param>
/// <param name="toRepell">Entity to repell.</param>
public void TryRepell(IEntity repellFrom, IEntity toRepell)
{
if (!_fields.Contains(repellFrom) || !toRepell.TryGetComponent<IPhysicsComponent>(out var collidableComponent)) return;
var speed = 5;
var containmentFieldRepellController = collidableComponent.EnsureController<ContainmentFieldRepellController>();
if (!CanRepell(toRepell))
{
Dispose();
return;
}
if (Math.Abs(repellFrom.Transform.WorldRotation.Degrees + 90f) < 0.1f ||
Math.Abs(repellFrom.Transform.WorldRotation.Degrees - 90f) < 0.1f)
{
if (repellFrom.Transform.WorldPosition.X.CompareTo(toRepell.Transform.WorldPosition.X) > 0)
{
containmentFieldRepellController.Repell(Direction.West, speed);
}
else
{
containmentFieldRepellController.Repell(Direction.East, speed);
}
}
else
{
if (repellFrom.Transform.WorldPosition.Y.CompareTo(toRepell.Transform.WorldPosition.Y) > 0)
{
containmentFieldRepellController.Repell(Direction.South, speed);
}
else
{
containmentFieldRepellController.Repell(Direction.North, speed);
}
}
return;
}
public void Dispose()
{
_powerDecreaseCancellationTokenSource.Cancel();
foreach (var field in _fields)
{
field.Delete();
}
_fields.Clear();
Generator1.RemoveConnection(this);
Generator2.RemoveConnection(this);
}
}
}

View File

@@ -0,0 +1,206 @@
#nullable enable
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Server.GameObjects.Components.Projectiles;
using Content.Server.Utility;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Physics;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Physics;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Map;
using Robust.Shared.Maths;
using Robust.Shared.Physics;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
namespace Content.Server.GameObjects.Components.Singularity
{
[RegisterComponent]
public class ContainmentFieldGeneratorComponent : Component, ICollideBehavior
{
[Dependency] private IPhysicsManager _physicsManager = null!;
[Dependency] private IEntityManager _entityManager = null!;
public override string Name => "ContainmentFieldGenerator";
private int _powerBuffer;
[ViewVariables]
public int PowerBuffer
{
get => _powerBuffer;
set => _powerBuffer = Math.Clamp(value, 0, 6);
}
public void ReceivePower(int power)
{
var totalPower = power + PowerBuffer;
var powerPerConnection = totalPower / 2;
var newBuffer = totalPower % 2;
TryPowerConnection(ref _connection1, ref newBuffer, powerPerConnection);
TryPowerConnection(ref _connection2, ref newBuffer, powerPerConnection);
PowerBuffer = newBuffer;
}
private void TryPowerConnection(ref Tuple<Direction, ContainmentFieldConnection>? connectionProperty, ref int powerBuffer, int powerPerConnection)
{
if (connectionProperty != null)
{
connectionProperty.Item2.SharedEnergyPool += powerPerConnection;
}
else
{
if (TryGenerateFieldConnection(ref connectionProperty))
{
connectionProperty.Item2.SharedEnergyPool += powerPerConnection;
}
else
{
powerBuffer += powerPerConnection;
}
}
}
private PhysicsComponent? _collidableComponent;
private Tuple<Direction, ContainmentFieldConnection>? _connection1;
private Tuple<Direction, ContainmentFieldConnection>? _connection2;
public bool CanRepell(IEntity toRepell) => _connection1?.Item2?.CanRepell(toRepell) == true ||
_connection2?.Item2?.CanRepell(toRepell) == true;
public override void Initialize()
{
base.Initialize();
if (!Owner.TryGetComponent(out _collidableComponent))
{
Logger.Error("ContainmentFieldGeneratorComponent created with no CollidableComponent");
return;
}
_collidableComponent.AnchoredChanged += OnAnchoredChanged;
}
private void OnAnchoredChanged()
{
if(_collidableComponent?.Anchored == true)
{
Owner.SnapToGrid();
}
else
{
_connection1?.Item2.Dispose();
_connection2?.Item2.Dispose();
}
}
private bool IsConnectedWith(ContainmentFieldGeneratorComponent comp)
{
return comp == this || _connection1?.Item2.Generator1 == comp || _connection1?.Item2.Generator2 == comp ||
_connection2?.Item2.Generator1 == comp || _connection2?.Item2.Generator2 == comp;
}
public bool HasFreeConnections()
{
return _connection1 == null || _connection2 == null;
}
private bool TryGenerateFieldConnection([NotNullWhen(true)] ref Tuple<Direction, ContainmentFieldConnection>? propertyFieldTuple)
{
if (propertyFieldTuple != null) return false;
if(_collidableComponent?.Anchored == false) return false;
foreach (var direction in new[] {Direction.North, Direction.East, Direction.South, Direction.West})
{
if (_connection1?.Item1 == direction || _connection2?.Item1 == direction) continue;
var dirVec = direction.ToVec();
var ray = new CollisionRay(Owner.Transform.WorldPosition, dirVec, (int) CollisionGroup.MobMask);
var rawRayCastResults = _physicsManager.IntersectRay(Owner.Transform.MapID, ray, 4.5f, Owner, false);
var rayCastResults = rawRayCastResults as RayCastResults[] ?? rawRayCastResults.ToArray();
if(!rayCastResults.Any()) continue;
RayCastResults? closestResult = null;
var smallestDist = 4.5f;
foreach (var res in rayCastResults)
{
if (res.Distance > smallestDist) continue;
smallestDist = res.Distance;
closestResult = res;
}
if(closestResult == null) continue;
var ent = closestResult.Value.HitEntity;
if (!ent.TryGetComponent<ContainmentFieldGeneratorComponent>(out var fieldGeneratorComponent) ||
fieldGeneratorComponent.Owner == Owner ||
!fieldGeneratorComponent.HasFreeConnections() ||
IsConnectedWith(fieldGeneratorComponent) ||
!ent.TryGetComponent<PhysicsComponent>(out var collidableComponent) ||
!collidableComponent.Anchored)
{
continue;
}
var connection = new ContainmentFieldConnection(this, fieldGeneratorComponent);
propertyFieldTuple = new Tuple<Direction, ContainmentFieldConnection>(direction, connection);
if (fieldGeneratorComponent._connection1 == null)
{
fieldGeneratorComponent._connection1 = new Tuple<Direction, ContainmentFieldConnection>(direction.GetOpposite(), connection);
}
else if (fieldGeneratorComponent._connection2 == null)
{
fieldGeneratorComponent._connection2 = new Tuple<Direction, ContainmentFieldConnection>(direction.GetOpposite(), connection);
}
else
{
Logger.Error("When trying to connect two Containmentfieldgenerators, the second one already had two connection but the check didn't catch it");
}
return true;
}
return false;
}
public void RemoveConnection(ContainmentFieldConnection? connection)
{
if (_connection1?.Item2 == connection)
{
_connection1 = null;
}else if (_connection2?.Item2 == connection)
{
_connection2 = null;
}
else if(connection != null)
{
Logger.Error("RemoveConnection called on Containmentfieldgenerator with a connection that can't be found in its connections.");
}
}
public void CollideWith(IEntity collidedWith)
{
if(collidedWith.HasComponent<EmitterBoltComponent>())
{
ReceivePower(4);
}
}
public override void OnRemove()
{
_connection1?.Item2.Dispose();
_connection2?.Item2.Dispose();
base.OnRemove();
}
}
}

View File

@@ -0,0 +1,309 @@
using System;
using System.Threading;
using System.Threading.Tasks;
using Content.Server.GameObjects.Components.Access;
using Content.Server.GameObjects.Components.Power.PowerNetComponents;
using Content.Server.GameObjects.Components.Projectiles;
using Content.Server.Interfaces;
using Content.Server.Utility;
using Content.Shared.GameObjects.Components.Singularity;
using Content.Shared.Interfaces;
using Content.Shared.Interfaces.GameObjects.Components;
using Content.Shared.Physics;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.ComponentDependencies;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Localization;
using Robust.Shared.Log;
using Robust.Shared.Random;
using Robust.Shared.Serialization;
using Robust.Shared.Utility;
using Robust.Shared.ViewVariables;
using Timer = Robust.Shared.Timers.Timer;
#nullable enable
namespace Content.Server.GameObjects.Components.Singularity
{
[RegisterComponent]
[ComponentReference(typeof(IActivate))]
public class EmitterComponent : Component, IActivate, IInteractUsing
{
[Dependency] private readonly IEntityManager _entityManager = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
[ComponentDependency] private AppearanceComponent? _appearance;
[ComponentDependency] private AccessReader? _accessReader;
public override string Name => "Emitter";
private CancellationTokenSource? _timerCancel;
private PhysicsComponent _collidableComponent = default!;
private PowerConsumerComponent _powerConsumer = default!;
// whether the power switch is in "on"
[ViewVariables] private bool _isOn;
// Whether the power switch is on AND the machine has enough power (so is actively firing)
[ViewVariables] private bool _isPowered;
[ViewVariables] private bool _isLocked;
[ViewVariables(VVAccess.ReadWrite)] private int _fireShotCounter;
[ViewVariables(VVAccess.ReadWrite)] private string _fireSound = default!;
[ViewVariables(VVAccess.ReadWrite)] private string _boltType = default!;
[ViewVariables(VVAccess.ReadWrite)] private int _powerUseActive;
[ViewVariables(VVAccess.ReadWrite)] private int _fireBurstSize;
[ViewVariables(VVAccess.ReadWrite)] private TimeSpan _fireInterval;
[ViewVariables(VVAccess.ReadWrite)] private TimeSpan _fireBurstDelayMin;
[ViewVariables(VVAccess.ReadWrite)] private TimeSpan _fireBurstDelayMax;
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref _fireBurstDelayMin, "fireBurstDelayMin", TimeSpan.FromSeconds(2));
serializer.DataField(ref _fireBurstDelayMax, "fireBurstDelayMax", TimeSpan.FromSeconds(10));
serializer.DataField(ref _fireInterval, "fireInterval", TimeSpan.FromSeconds(2));
serializer.DataField(ref _fireBurstSize, "fireBurstSize", 3);
serializer.DataField(ref _powerUseActive, "powerUseActive", 500);
serializer.DataField(ref _boltType, "boltType", "EmitterBolt");
serializer.DataField(ref _fireSound, "fireSound", "/Audio/Weapons/emitter.ogg");
}
public override void Initialize()
{
base.Initialize();
if (!Owner.TryGetComponent(out _collidableComponent!))
{
Logger.Error($"EmitterComponent {Owner} created with no CollidableComponent");
return;
}
if (!Owner.TryGetComponent(out _powerConsumer!))
{
Logger.Error($"EmitterComponent {Owner} created with no PowerConsumerComponent");
return;
}
_collidableComponent.AnchoredChanged += OnAnchoredChanged;
_powerConsumer.OnReceivedPowerChanged += OnReceivedPowerChanged;
}
private void OnReceivedPowerChanged(object? sender, ReceivedPowerChangedEventArgs e)
{
if (!_isOn)
{
return;
}
if (e.ReceivedPower < e.DrawRate)
{
PowerOff();
}
else
{
PowerOn();
}
}
private void OnAnchoredChanged()
{
if (_collidableComponent.Anchored)
Owner.SnapToGrid();
}
void IActivate.Activate(ActivateEventArgs eventArgs)
{
if (_isLocked)
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("{0:TheName} is access locked!", Owner));
return;
}
if (!_isOn)
{
SwitchOn();
Owner.PopupMessage(eventArgs.User, Loc.GetString("{0:TheName} turns on.", Owner));
}
else
{
SwitchOff();
Owner.PopupMessage(eventArgs.User, Loc.GetString("{0:TheName} turns off.", Owner));
}
}
Task<bool> IInteractUsing.InteractUsing(InteractUsingEventArgs eventArgs)
{
if (_accessReader == null || !eventArgs.Using.TryGetComponent(out IAccess? access))
{
return Task.FromResult(false);
}
if (_accessReader.IsAllowed(access))
{
_isLocked ^= true;
if (_isLocked)
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("You lock {0:TheName}.", Owner));
}
else
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("You unlock {0:TheName}.", Owner));
}
UpdateAppearance();
}
else
{
Owner.PopupMessage(eventArgs.User, Loc.GetString("Access denied."));
}
return Task.FromResult(true);
}
private void SwitchOff()
{
_isOn = false;
_powerConsumer.DrawRate = 0;
PowerOff();
UpdateAppearance();
}
private void SwitchOn()
{
_isOn = true;
_powerConsumer.DrawRate = _powerUseActive;
// Do not directly PowerOn().
// OnReceivedPowerChanged will get fired due to DrawRate change which will turn it on.
UpdateAppearance();
}
private void PowerOff()
{
if (!_isPowered)
{
return;
}
_isPowered = false;
// Must be set while emitter powered.
DebugTools.AssertNotNull(_timerCancel);
_timerCancel!.Cancel();
UpdateAppearance();
}
private void PowerOn()
{
if (_isPowered)
{
return;
}
_isPowered = true;
_fireShotCounter = 0;
_timerCancel = new CancellationTokenSource();
Timer.Spawn(_fireBurstDelayMax, ShotTimerCallback, _timerCancel.Token);
UpdateAppearance();
}
private void ShotTimerCallback()
{
// Any power-off condition should result in the timer for this method being cancelled
// and thus not firing
DebugTools.Assert(_isPowered);
DebugTools.Assert(_isOn);
DebugTools.Assert(_powerConsumer.DrawRate <= _powerConsumer.ReceivedPower);
Fire();
TimeSpan delay;
if (_fireShotCounter < _fireBurstSize)
{
_fireShotCounter += 1;
delay = _fireInterval;
}
else
{
_fireShotCounter = 0;
var diff = _fireBurstDelayMax - _fireBurstDelayMin;
// TIL you can do TimeSpan * double.
delay = _fireBurstDelayMin + _robustRandom.NextFloat() * diff;
}
// Must be set while emitter powered.
DebugTools.AssertNotNull(_timerCancel);
Timer.Spawn(delay, ShotTimerCallback, _timerCancel!.Token);
}
private void Fire()
{
var projectile = _entityManager.SpawnEntity(_boltType, Owner.Transform.Coordinates);
if (!projectile.TryGetComponent<PhysicsComponent>(out var physicsComponent))
{
Logger.Error("Emitter tried firing a bolt, but it was spawned without a CollidableComponent");
return;
}
physicsComponent.Status = BodyStatus.InAir;
if (!projectile.TryGetComponent<ProjectileComponent>(out var projectileComponent))
{
Logger.Error("Emitter tried firing a bolt, but it was spawned without a ProjectileComponent");
return;
}
projectileComponent.IgnoreEntity(Owner);
physicsComponent
.EnsureController<BulletController>()
.LinearVelocity = Owner.Transform.WorldRotation.ToVec() * 20f;
projectile.Transform.LocalRotation = Owner.Transform.WorldRotation;
// TODO: Move to projectile's code.
Timer.Spawn(3000, () => projectile.Delete());
EntitySystem.Get<AudioSystem>().PlayFromEntity(_fireSound, Owner);
}
private void UpdateAppearance()
{
if (_appearance == null)
{
return;
}
EmitterVisualState state;
if (_isPowered)
{
state = EmitterVisualState.On;
}
else if (_isOn)
{
state = EmitterVisualState.Underpowered;
}
else
{
state = EmitterVisualState.Off;
}
_appearance.SetData(EmitterVisuals.VisualState, state);
_appearance.SetData(EmitterVisuals.Locked, _isLocked);
}
}
}

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#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Server.GameObjects.Components.StationEvents;
using Content.Shared.GameObjects;
using Content.Shared.GameObjects.EntitySystemMessages;
using Content.Shared.Physics;
using Robust.Server.GameObjects;
using Robust.Server.GameObjects.EntitySystems;
using Robust.Shared.Audio;
using Robust.Shared.Containers;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.GameObjects.Components.Map;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.Interfaces.Map;
using Robust.Shared.Interfaces.Random;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Maths;
using Robust.Shared.Map;
using Robust.Shared.Physics;
using Robust.Shared.Timers;
namespace Content.Server.GameObjects.Components.Singularity
{
[RegisterComponent]
public class SingularityComponent : Component, ICollideBehavior
{
[Dependency] private IEntityManager _entityManager = null!;
[Dependency] private IMapManager _mapManager = null!;
[Dependency] private IRobustRandom _random = null!;
public override uint? NetID => ContentNetIDs.SINGULARITY;
public override string Name => "Singularity";
public int Energy
{
get => _energy;
set
{
if (value == _energy) return;
_energy = value;
if (_energy <= 0)
{
if(_singularityController != null) _singularityController.LinearVelocity = Vector2.Zero;
_spriteComponent?.LayerSetVisible(0, false);
Owner.Delete();
return;
}
Level = _energy switch
{
var n when n >= 1500 => 6,
var n when n >= 1000 => 5,
var n when n >= 600 => 4,
var n when n >= 300 => 3,
var n when n >= 200 => 2,
var n when n < 200 => 1,
_ => 1
};
}
}
private int _energy = 180;
public int Level
{
get => _level;
set
{
if (value == _level) return;
if (value < 0) value = 0;
if (value > 6) value = 6;
_level = value;
if(_radiationPulseComponent != null) _radiationPulseComponent.RadsPerSecond = 10 * value;
_spriteComponent?.LayerSetRSI(0, "Effects/Singularity/singularity_" + _level + ".rsi");
_spriteComponent?.LayerSetState(0, "singularity_" + _level);
if(_collidableComponent != null && _collidableComponent.PhysicsShapes.Any() && _collidableComponent.PhysicsShapes[0] is PhysShapeCircle circle)
{
circle.Radius = _level - 0.5f;
}
}
}
private int _level;
public int EnergyDrain =>
Level switch
{
6 => 20,
5 => 15,
4 => 10,
3 => 5,
2 => 2,
1 => 1,
_ => 0
};
private SingularityController? _singularityController;
private PhysicsComponent? _collidableComponent;
private SpriteComponent? _spriteComponent;
private RadiationPulseComponent? _radiationPulseComponent;
private AudioSystem _audioSystem = null!;
private AudioSystem.AudioSourceServer? _playingSound;
public override void Initialize()
{
base.Initialize();
_audioSystem = EntitySystem.Get<AudioSystem>();
var audioParams = AudioParams.Default;
audioParams.Loop = true;
audioParams.MaxDistance = 20f;
audioParams.Volume = 5;
_audioSystem.PlayFromEntity("/Audio/Effects/singularity_form.ogg", Owner);
Timer.Spawn(5200,() => _playingSound = _audioSystem.PlayFromEntity("/Audio/Effects/singularity.ogg", Owner, audioParams));
if (!Owner.TryGetComponent(out _collidableComponent))
{
Logger.Error("SingularityComponent was spawned without CollidableComponent");
}
else
{
_collidableComponent.Hard = false;
}
if (!Owner.TryGetComponent(out _spriteComponent))
{
Logger.Error("SingularityComponent was spawned without SpriteComponent");
}
_singularityController = _collidableComponent?.EnsureController<SingularityController>();
if(_singularityController!=null)_singularityController.ControlledComponent = _collidableComponent;
if (!Owner.TryGetComponent(out _radiationPulseComponent))
{
Logger.Error("SingularityComponent was spawned without RadiationPulseComponent");
}
Level = 1;
}
public void Update()
{
Energy -= EnergyDrain;
if(Level == 1) return;
//pushing
var pushVector = new Vector2((_random.Next(-10, 10)), _random.Next(-10, 10));
while (pushVector.X == 0 && pushVector.Y == 0)
{
pushVector = new Vector2((_random.Next(-10, 10)), _random.Next(-10, 10));
}
_singularityController?.Push(pushVector.Normalized, 2);
}
List<IEntity> _previousPulledEntites = new List<IEntity>();
public void PullUpdate()
{
foreach (var previousPulledEntity in _previousPulledEntites)
{
if(previousPulledEntity.Deleted) continue;
if (!previousPulledEntity.TryGetComponent<PhysicsComponent>(out var collidableComponent)) continue;
var controller = collidableComponent.EnsureController<SingularityPullController>();
controller.StopPull();
}
_previousPulledEntites.Clear();
var entitiesToPull = _entityManager.GetEntitiesInRange(Owner.Transform.Coordinates, Level * 10);
foreach (var entity in entitiesToPull)
{
if (!entity.TryGetComponent<PhysicsComponent>(out var collidableComponent)) continue;
var controller = collidableComponent.EnsureController<SingularityPullController>();
if(Owner.Transform.Coordinates.EntityId != entity.Transform.Coordinates.EntityId) continue;
var vec = (Owner.Transform.Coordinates - entity.Transform.Coordinates).Position;
if (vec == Vector2.Zero) continue;
var speed = 10 / vec.Length * Level;
controller.Pull(vec.Normalized, speed);
_previousPulledEntites.Add(entity);
}
}
void ICollideBehavior.CollideWith(IEntity entity)
{
if (_collidableComponent == null) return; //how did it even collide then? :D
if (entity.TryGetComponent<IMapGridComponent>(out var mapGridComponent))
{
foreach (var tile in mapGridComponent.Grid.GetTilesIntersecting(((IPhysBody) _collidableComponent).WorldAABB))
{
mapGridComponent.Grid.SetTile(tile.GridIndices, Tile.Empty);
Energy++;
}
return;
}
if (entity.HasComponent<ContainmentFieldComponent>() || (entity.TryGetComponent<ContainmentFieldGeneratorComponent>(out var component) && component.CanRepell(Owner)))
{
return;
}
if (ContainerHelpers.IsInContainer(entity)) return;
entity.Delete();
Energy++;
}
public override void OnRemove()
{
_playingSound?.Stop();
_audioSystem.PlayAtCoords("/Audio/Effects/singularity_collapse.ogg", Owner.Transform.Coordinates);
base.OnRemove();
}
}
}

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using Robust.Shared.GameObjects;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
namespace Content.Server.GameObjects.Components.Singularity
{
[RegisterComponent]
public class SingularityGeneratorComponent : Component
{
public override string Name => "SingularityGenerator";
private int _power;
public int Power
{
get => _power;
set
{
if(_power == value) return;
_power = value;
if (_power > 15)
{
var entityManager = IoCManager.Resolve<IEntityManager>();
entityManager.SpawnEntity("Singularity", Owner.Transform.Coordinates);
//dont delete ourselves, just wait to get eaten
}
}
}
}
}

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@@ -373,6 +373,14 @@ namespace Content.Server.GameObjects.Components
UserInterface?.Open(session);
}
/// <summary>
/// Closes all wire UIs.
/// </summary>
public void CloseAll()
{
UserInterface?.CloseAll();
}
private void UserInterfaceOnReceiveMessage(ServerBoundUserInterfaceMessage serverMsg)
{
var message = serverMsg.Message;

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#nullable enable
using Content.Server.GameObjects.Components.PA;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components.Transform;
using Robust.Shared.GameObjects.Systems;
namespace Content.Server.GameObjects.EntitySystems
{
[UsedImplicitly]
public class ParticleAcceleratorPartSystem : EntitySystem
{
public override void Initialize()
{
base.Initialize();
EntityManager.EventBus.SubscribeEvent<RotateEvent>(EventSource.Local, this, RotateEvent);
}
private static void RotateEvent(RotateEvent ev)
{
if (ev.Sender.TryGetComponent(out ParticleAcceleratorPartComponent? part))
{
part.Rotated();
}
}
}
}

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using Content.Server.GameObjects.Components.Singularity;
using Robust.Shared.GameObjects.Systems;
namespace Content.Server.GameObjects.EntitySystems
{
public class SingularitySystem : EntitySystem
{
private float curTimeSingulo;
private float curTimePull;
public override void Update(float frameTime)
{
base.Update(frameTime);
curTimeSingulo += frameTime;
curTimePull += frameTime;
var shouldUpdate = curTimeSingulo >= 1f;
var shouldPull = curTimePull >= 0.2f;
if (!shouldUpdate && !shouldPull) return;
var singulos = ComponentManager.EntityQuery<SingularityComponent>();
if (curTimeSingulo >= 1f)
{
curTimeSingulo -= 1f;
foreach (var singulo in singulos)
{
singulo.Update();
}
}
if (curTimePull >= 0.5f)
{
curTimePull -= 0.5f;
foreach (var singulo in singulos)
{
singulo.PullUpdate();
}
}
}
}
}