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 Adds recursive Event Horizon consumption * Fix merge skew * Fixes for the master merge * Fix engine commit * Dirty is obsolete * Switch over dirty * Fix requested changes * ambiant -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 Content.Server.Singularity.EntitySystems;
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namespace Content.Server.Singularity.Components;
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/// <summary>
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/// The server-side version of <see cref="SharedGravityWellComponent"/>.
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/// Primarily managed by <see cref="GravityWellSystem"/>.
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/// </summary>
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[RegisterComponent]
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public sealed class GravityWellComponent : Component
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{
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/// <summary>
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/// The maximum range at which the gravity well can push/pull entities.
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/// </summary>
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[DataField("maxRange")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float MaxRange;
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/// <summary>
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/// The minimum range at which the gravity well can push/pull entities.
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/// This is effectively hardfloored at <see cref="GravityWellSystem.MinGravPulseRange"/>.
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/// </summary>
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[DataField("minRange")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float MinRange = 0f;
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/// <summary>
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/// The acceleration entities will experience towards the gravity well at a distance of 1m.
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/// Negative values accelerate entities away from the gravity well.
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/// Actual acceleration scales with the inverse of the distance to the singularity.
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/// </summary>
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[DataField("baseRadialAcceleration")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float BaseRadialAcceleration = 0.0f;
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/// <summary>
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/// The acceleration entities will experience tangent to the gravity well at a distance of 1m.
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/// Positive tangential acceleration is counter-clockwise.
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/// Actual acceleration scales with the inverse of the distance to the singularity.
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/// </summary>
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[DataField("baseTangentialAcceleration")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float BaseTangentialAcceleration = 0.0f;
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#region Update Timing
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/// <summary>
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/// The amount of time that should elapse between automated updates to this gravity well.
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/// </summary>
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[DataField("gravPulsePeriod")]
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[ViewVariables(VVAccess.ReadOnly)]
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[Access(typeof(GravityWellSystem))]
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public TimeSpan TargetPulsePeriod { get; internal set; } = TimeSpan.FromSeconds(0.5);
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/// <summary>
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/// The next time at which this gravity well should pulse.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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[Access(typeof(GravityWellSystem))]
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public TimeSpan NextPulseTime { get; internal set; } = default!;
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/// <summary>
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/// The last time this gravity well pulsed.
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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[Access(typeof(GravityWellSystem))]
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public TimeSpan LastPulseTime { get; internal set; } = default!;
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#endregion Update Timing
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}
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@@ -1,96 +0,0 @@
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using Content.Shared.Singularity;
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using Content.Shared.Singularity.Components;
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using Robust.Shared.Audio;
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using Robust.Shared.Player;
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namespace Content.Server.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 ServerSingularityComponent : SharedSingularityComponent
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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private SharedSingularitySystem _singularitySystem = default!;
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[ViewVariables(VVAccess.ReadWrite)]
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public int Energy
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{
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get => _energy;
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set
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{
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if (value == _energy) return;
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_energy = value;
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if (_energy <= 0)
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{
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_entMan.DeleteEntity(Owner);
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return;
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}
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var level = _energy switch
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{
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>= 1500 => 6,
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>= 1000 => 5,
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>= 600 => 4,
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>= 300 => 3,
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>= 200 => 2,
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< 200 => 1
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};
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_singularitySystem.ChangeSingularityLevel(this, level);
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}
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}
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private int _energy = 180;
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[ViewVariables]
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public int EnergyDrain =>
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Level switch
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{
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6 => 20,
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5 => 15,
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4 => 10,
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3 => 5,
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2 => 2,
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1 => 1,
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_ => 0
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};
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[DataField("moveAccumulator")]
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public float MoveAccumulator;
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// This is an interesting little workaround.
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// See, two singularities queuing deletion of each other at the same time will annihilate.
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// This is undesirable behaviour, so this flag allows the imperatively first one processed to take priority.
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[ViewVariables(VVAccess.ReadWrite)]
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public bool BeingDeletedByAnotherSingularity { get; set; }
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[DataField("singularityFormingSound")] private SoundSpecifier _singularityFormingSound = new SoundPathSpecifier("/Audio/Effects/singularity_form.ogg");
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[DataField("singularityCollapsingSound")] private SoundSpecifier _singularityCollapsingSound = new SoundPathSpecifier("/Audio/Effects/singularity_collapse.ogg");
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public override ComponentState GetComponentState()
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{
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return new SingularityComponentState(Level);
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}
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protected override void Initialize()
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{
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base.Initialize();
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_singularitySystem = EntitySystem.Get<SharedSingularitySystem>();
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var audioParams = AudioParams.Default;
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audioParams.Loop = true;
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audioParams.MaxDistance = 20f;
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audioParams.Volume = 5;
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SoundSystem.Play(_singularityFormingSound.GetSound(), Filter.Pvs(Owner), Owner);
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_singularitySystem.ChangeSingularityLevel(this, 1);
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}
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protected override void Shutdown()
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{
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base.Shutdown();
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SoundSystem.Play(_singularityCollapsingSound.GetSound(), Filter.Pvs(Owner), _entMan.GetComponent<TransformComponent>(Owner).Coordinates);
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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.Server.Singularity.EntitySystems;
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using Robust.Shared.Audio;
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namespace Content.Server.Singularity.Components;
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/// <summary>
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/// The server-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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/// <summary>
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/// The amount of energy this singularity contains.
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/// If you want to set this go through <see cref="SingularitySystem.SetEnergy"/>
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/// </summary>
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[DataField("energy")]
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[Access(friends:typeof(SingularitySystem))]
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public float Energy = 180f;
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/// <summary>
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/// The rate at which this singularity loses energy over time.
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/// </summary>
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[DataField("energyLoss")]
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[ViewVariables(VVAccess.ReadWrite)]
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public float EnergyDrain;
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#region Audio
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/// <summary>
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/// The sound that this singularity produces by existing.
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/// </summary>
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[DataField("ambientSound")]
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[ViewVariables(VVAccess.ReadOnly)]
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public SoundSpecifier? AmbientSound = new SoundPathSpecifier(
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"/Audio/Effects/singularity_form.ogg",
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AudioParams.Default.WithVolume(5).WithLoop(true).WithMaxDistance(20f)
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);
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/// <summary>
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/// The audio stream that plays the sound specified by <see cref="AmbientSound"> on loop.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public IPlayingAudioStream? AmbientSoundStream = null;
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/// <summary>
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/// The sound that the singularity produces when it forms.
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/// </summary>
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[DataField("formationSound")]
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[ViewVariables(VVAccess.ReadOnly)]
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public SoundSpecifier? FormationSound = null;
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/// <summary>
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/// The sound that the singularity produces when it dissipates.
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/// </summary>
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[DataField("dissipationSound")]
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[ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier? DissipationSound = new SoundPathSpecifier(
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"/Audio/Effects/singularity_collapse.ogg",
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AudioParams.Default
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);
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#endregion Audio
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#region Update Timing
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/// <summary>
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/// The amount of time that should elapse between automated updates to this singularity.
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/// </summary>
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[DataField("updatePeriod")]
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[ViewVariables(VVAccess.ReadOnly)]
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[Access(typeof(SingularitySystem))]
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public TimeSpan TargetUpdatePeriod { get; internal set; } = TimeSpan.FromSeconds(1.0);
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/// <summary>
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/// The next time this singularity should be updated by <see cref="SingularitySystem"/>
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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[Access(typeof(SingularitySystem))]
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public TimeSpan NextUpdateTime { get; internal set; } = default!;
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/// <summary>
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/// The last time this singularity was be updated by <see cref="SingularitySystem"/>
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/// </summary>
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[ViewVariables(VVAccess.ReadOnly)]
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[Access(typeof(SingularitySystem))]
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public TimeSpan LastUpdateTime { get; internal set; } = default!;
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#endregion Update Timing
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}
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@@ -1,26 +1,33 @@
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namespace Content.Server.Singularity.Components
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype;
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using Content.Server.Singularity.EntitySystems;
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namespace Content.Server.Singularity.Components;
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[RegisterComponent]
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public sealed class SingularityGeneratorComponent : Component
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{
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[RegisterComponent]
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public sealed class SingularityGeneratorComponent : Component
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{
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[Dependency] private readonly IEntityManager _entMan = default!;
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/// <summary>
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/// The amount of power this generator has accumulated.
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/// If you want to set this use <see cref="SingularityGeneratorSystem.SetPower"/>
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/// </summary>
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[DataField("power")]
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[Access(friends:typeof(SingularityGeneratorSystem))]
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public float Power = 0;
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[ViewVariables] private int _power;
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/// <summary>
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/// The power threshold at which this generator will spawn a singularity.
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/// If you want to set this use <see cref="SingularityGeneratorSystem.SetThreshold"/>
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/// </summary>
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[DataField("threshold")]
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[Access(friends:typeof(SingularityGeneratorSystem))]
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public float Threshold = 16;
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public int Power
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{
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get => _power;
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set
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{
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if(_power == value) return;
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_power = value;
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if (_power > 15)
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{
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_entMan.SpawnEntity("Singularity", _entMan.GetComponent<TransformComponent>(Owner).Coordinates);
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//dont delete ourselves, just wait to get eaten
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}
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}
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}
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}
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/// <summary>
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/// The prototype ID used to spawn a singularity.
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/// </summary>
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[DataField("spawnId", customTypeSerializer: typeof(PrototypeIdSerializer<EntityPrototype>))]
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[ViewVariables(VVAccess.ReadWrite)]
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public string? SpawnPrototype = "Singularity";
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}
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@@ -8,6 +8,6 @@ namespace Content.Server.Singularity.Components
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{
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("energy")]
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public int Energy { get; set; } = 1;
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public float Energy { get; set; } = 1f;
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}
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}
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