remove a bunch of instances of component reference (#13164)

This commit is contained in:
Nemanja
2022-12-23 23:55:31 -05:00
committed by GitHub
parent 4a37f7b917
commit 6c04811e66
64 changed files with 355 additions and 537 deletions

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@@ -0,0 +1,21 @@
using Robust.Shared.GameStates;
namespace Content.Shared.Singularity.Components;
[RegisterComponent, NetworkedComponent]
public sealed class ContainmentFieldComponent : Component
{
/// <summary>
/// The throw force for the field if an entity collides with it
/// The lighter the mass the further it will throw. 5 mass will go about 4 tiles out, 70 mass goes only a couple tiles.
/// </summary>
[DataField("throwForce")]
public float ThrowForce = 100f;
/// <summary>
/// This shouldn't be at 99999 or higher to prevent the singulo glitching out
/// Will throw anything at the supplied mass or less that collides with the field.
/// </summary>
[DataField("maxMass")]
public float MaxMass = 10000f;
}

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@@ -0,0 +1,129 @@
using Content.Shared.Physics;
using Content.Shared.Tag;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
namespace Content.Shared.Singularity.Components;
[RegisterComponent, NetworkedComponent]
public sealed class ContainmentFieldGeneratorComponent : Component
{
private int _powerBuffer;
/// <summary>
/// Store power with a cap. Decrease over time if not being powered from source.
/// </summary>
[DataField("powerBuffer")]
public int PowerBuffer
{
get => _powerBuffer;
set => _powerBuffer = Math.Clamp(value, 0, 25); //have this decrease over time if not hit by a bolt
}
/// <summary>
/// The minimum the field generator needs to start generating a connection
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("powerMinimum")]
public int PowerMinimum = 6;
/// <summary>
/// How much power should this field generator receive from a collision
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("power")]
public int PowerReceived = 3;
/// <summary>
/// How much power should this field generator lose if not powered?
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("powerLoss")]
public int PowerLoss = 2;
/// <summary>
/// Used to check if it's received power recently.
/// </summary>
[DataField("accumulator")]
public float Accumulator;
/// <summary>
/// How many seconds should the generators wait before losing power?
/// </summary>
[DataField("threshold")]
public float Threshold = 10f;
/// <summary>
/// How many tiles should this field check before giving up?
/// </summary>
[DataField("maxLength")]
public float MaxLength = 8F;
/// <summary>
/// What collision should power this generator?
/// It really shouldn't be anything but an emitter bolt but it's here for fun.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("idTag", customTypeSerializer: typeof(PrototypeIdSerializer<TagPrototype>))]
public string IDTag = "EmitterBolt";
/// <summary>
/// Is the generator toggled on?
/// </summary>
[ViewVariables]
public bool Enabled;
/// <summary>
/// Is this generator connected to fields?
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public bool IsConnected;
/// <summary>
/// The masks the raycast should not go through
/// </summary>
[DataField("collisionMask")]
public int CollisionMask = (int) (CollisionGroup.MobMask | CollisionGroup.Impassable | CollisionGroup.MachineMask | CollisionGroup.Opaque);
/// <summary>
/// A collection of connections that the generator has based on direction.
/// Stores a list of fields connected between generators in this direction.
/// </summary>
[ViewVariables]
public Dictionary<Direction, (ContainmentFieldGeneratorComponent, List<EntityUid>)> Connections = new();
/// <summary>
/// What fields should this spawn?
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("createdField", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
public string CreatedField = "ContainmentField";
}
[Serializable, NetSerializable]
public enum ContainmentFieldGeneratorVisuals : byte
{
PowerLight,
FieldLight,
OnLight,
}
[Serializable, NetSerializable]
public enum PowerLevelVisuals : byte
{
NoPower,
LowPower,
MediumPower,
HighPower,
}
[Serializable, NetSerializable]
public enum FieldLevelVisuals : byte
{
NoLevel,
On,
OneField,
MultipleFields,
}

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@@ -1,2 +0,0 @@
namespace Content.Shared.Singularity.Components;
public abstract class SharedContainmentFieldComponent : Component { }

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@@ -1,30 +0,0 @@
using Robust.Shared.Serialization;
namespace Content.Shared.Singularity.Components;
public abstract class SharedContainmentFieldGeneratorComponent : Component { }
[Serializable, NetSerializable]
public enum ContainmentFieldGeneratorVisuals : byte
{
PowerLight,
FieldLight,
OnLight,
}
[Serializable, NetSerializable]
public enum PowerLevelVisuals : byte
{
NoPower,
LowPower,
MediumPower,
HighPower,
}
[Serializable, NetSerializable]
public enum FieldLevelVisuals : byte
{
NoLevel,
On,
OneField,
MultipleFields,
}

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@@ -190,8 +190,8 @@ public abstract class SharedEventHorizonSystem : EntitySystem
// If we can, breach containment
// otherwise, check if it's containment and just keep the collision
if (EntityManager.HasComponent<SharedContainmentFieldComponent>(otherUid) ||
EntityManager.HasComponent<SharedContainmentFieldGeneratorComponent>(otherUid))
if (EntityManager.HasComponent<ContainmentFieldComponent>(otherUid) ||
EntityManager.HasComponent<ContainmentFieldGeneratorComponent>(otherUid))
{
if (comp.CanBreachContainment)
args.Cancelled = true;