Splits the singularity into its component parts + ECS singularity + Support for singularities in containers. (#12132)
* InitialCommit (Broken) * Fixes compile errors * PR comments. More doc comments. Fixes * Makes a singularity/event horizon without radiation/physics a valid state to be in * VV 'fake' setters, fixes the visualizer, fixes the singularity trying to eat itself instead of nearby things. * Removes unused dependency from Content.Client.GravityWellSystem * Testing containment and fake VV setters for SingularityGeneratorComponent * Fixes gravity wells (broken due to LookupFlags.None). Adds recursive Event Horizon consumption * Fix merge skew * Fixes for the master merge * Fix engine commit * Dirty is obsolete * Switch over dirty * Fix requested changes * ambiant -> ambient * Moves EventHorionComponent to Shared * Proper container handling * Fixes master merge. Fixes post insertion assertions for singularities. Extends proper container handling to gravity wells and the distortion shader. * Better support for admemes throwing singularities. * Moves update timing from accumulators to target times * Update doc comments
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using Content.Shared.Singularity.Components;
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using Robust.Shared.GameObjects;
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namespace Content.Client.Singularity.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedSingularityComponent))]
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public sealed class ClientSingularityComponent : SharedSingularityComponent
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{
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}
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}
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using Content.Shared.Singularity.Components;
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using Content.Client.Singularity.EntitySystems;
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namespace Content.Client.Singularity.Components;
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/// <summary>
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/// The client-side version of <see cref="SharedSingularityComponent"/>.
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/// Primarily managed by <see cref="SingularitySystem"/>.
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(SharedSingularityComponent))]
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public sealed class SingularityComponent : SharedSingularityComponent
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{}
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