Anomalies (#13371)
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@@ -1,14 +1,11 @@
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using Content.Server.Beam.Components;
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using Content.Server.Lightning;
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using Content.Shared.Beam;
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using Content.Shared.Beam.Components;
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using Content.Shared.Interaction;
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using Content.Shared.Physics;
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using Robust.Shared.Map;
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using Robust.Shared.Physics;
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using Robust.Shared.Physics.Collision.Shapes;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Dynamics;
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using Robust.Shared.Physics.Systems;
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namespace Content.Server.Beam;
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@@ -17,8 +14,8 @@ public sealed class BeamSystem : SharedBeamSystem
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{
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[Dependency] private readonly FixtureSystem _fixture = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedBroadphaseSystem _broadphase = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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public override void Initialize()
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{
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@@ -79,52 +76,52 @@ public sealed class BeamSystem : SharedBeamSystem
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var shape = new EdgeShape(distanceCorrection, new Vector2(0,0));
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var distanceLength = distanceCorrection.Length;
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if (TryComp<PhysicsComponent>(ent, out var physics) && TryComp<BeamComponent>(ent, out var beam))
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if (!TryComp<PhysicsComponent>(ent, out var physics) || !TryComp<BeamComponent>(ent, out var beam))
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return;
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FixturesComponent? manager = null;
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_fixture.TryCreateFixture(
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ent,
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shape,
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"BeamBody",
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hard: false,
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collisionMask: (int)CollisionGroup.ItemMask,
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collisionLayer: (int)CollisionGroup.MobLayer,
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manager: manager,
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body: physics);
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_physics.SetBodyType(ent, BodyType.Dynamic, manager: manager, body: physics);
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_physics.SetCanCollide(ent, true, manager: manager, body: physics);
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_broadphase.RegenerateContacts(physics, manager);
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var beamVisualizerEvent = new BeamVisualizerEvent(ent, distanceLength, userAngle, bodyState, shader);
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RaiseNetworkEvent(beamVisualizerEvent);
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if (controller != null)
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beam.VirtualBeamController = controller;
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else
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{
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FixturesComponent? manager = null;
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_fixture.TryCreateFixture(
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ent,
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shape,
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"BeamBody",
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hard: false,
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collisionMask: (int)CollisionGroup.ItemMask,
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collisionLayer: (int)CollisionGroup.MobLayer,
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manager: manager,
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body: physics);
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var controllerEnt = Spawn("VirtualBeamEntityController", beamSpawnPos);
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beam.VirtualBeamController = controllerEnt;
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_physics.SetBodyType(ent, BodyType.Dynamic, manager: manager, body: physics);
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_physics.SetCanCollide(ent, true, manager: manager, body: physics);
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_audio.PlayPvs(beam.Sound, beam.Owner);
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var beamVisualizerEvent = new BeamVisualizerEvent(ent, distanceLength, userAngle, bodyState, shader);
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RaiseNetworkEvent(beamVisualizerEvent);
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if (controller != null)
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beam.VirtualBeamController = controller;
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else
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{
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var controllerEnt = Spawn("VirtualBeamEntityController", beamSpawnPos);
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beam.VirtualBeamController = controllerEnt;
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_audio.PlayPvs(beam.Sound, beam.Owner);
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var beamControllerCreatedEvent = new BeamControllerCreatedEvent(ent, controllerEnt);
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RaiseLocalEvent(controllerEnt, beamControllerCreatedEvent);
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}
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//Create the rest of the beam, sprites handled through the BeamVisualizerEvent
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for (int i = 0; i < distanceLength-1; i++)
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{
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beamSpawnPos = beamSpawnPos.Offset(calculatedDistance.Normalized);
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var newEnt = Spawn(prototype, beamSpawnPos);
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var ev = new BeamVisualizerEvent(newEnt, distanceLength, userAngle, bodyState, shader);
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RaiseNetworkEvent(ev);
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}
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var beamFiredEvent = new BeamFiredEvent(ent);
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RaiseLocalEvent(beam.VirtualBeamController.Value, beamFiredEvent);
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var beamControllerCreatedEvent = new BeamControllerCreatedEvent(ent, controllerEnt);
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RaiseLocalEvent(controllerEnt, beamControllerCreatedEvent);
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}
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//Create the rest of the beam, sprites handled through the BeamVisualizerEvent
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for (var i = 0; i < distanceLength-1; i++)
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{
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beamSpawnPos = beamSpawnPos.Offset(calculatedDistance.Normalized);
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var newEnt = Spawn(prototype, beamSpawnPos);
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var ev = new BeamVisualizerEvent(newEnt, distanceLength, userAngle, bodyState, shader);
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RaiseNetworkEvent(ev);
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}
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var beamFiredEvent = new BeamFiredEvent(ent);
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RaiseLocalEvent(beam.VirtualBeamController.Value, beamFiredEvent);
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}
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/// <summary>
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