Converts the particle accelerator over to ECS + misc (#17075)

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
TemporalOroboros
2023-06-07 23:25:59 -07:00
committed by GitHub
parent a3137cc0f0
commit d71b6c84e5
61 changed files with 1293 additions and 1169 deletions

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using Content.Server.ParticleAccelerator.Components;
using Content.Server.Wires;
using Content.Shared.Singularity.Components;
using Content.Shared.Wires;
namespace Content.Server.ParticleAccelerator.Wires;
public sealed class ParticleAcceleratorKeyboardWireAction : ComponentWireAction<ParticleAcceleratorControlBoxComponent>
{
public override string Name { get; set; } = "wire-name-pa-keyboard";
public override Color Color { get; set; } = Color.LimeGreen;
public override object StatusKey { get; } = ParticleAcceleratorWireStatus.Keyboard;
public override StatusLightState? GetLightState(Wire wire, ParticleAcceleratorControlBoxComponent component)
{
return component.InterfaceDisabled ? StatusLightState.BlinkingFast : StatusLightState.On;
}
public override bool Cut(EntityUid user, Wire wire, ParticleAcceleratorControlBoxComponent controller)
{
controller.InterfaceDisabled = true;
return true;
}
public override bool Mend(EntityUid user, Wire wire, ParticleAcceleratorControlBoxComponent controller)
{
controller.InterfaceDisabled = false;
return true;
}
public override void Pulse(EntityUid user, Wire wire, ParticleAcceleratorControlBoxComponent controller)
{
controller.InterfaceDisabled = !controller.InterfaceDisabled;
}
}

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using Content.Server.ParticleAccelerator.Components;
using Content.Server.ParticleAccelerator.EntitySystems;
using Content.Server.Popups;
using Content.Server.Wires;
using Content.Shared.Popups;
using Content.Shared.Singularity.Components;
using Content.Shared.Wires;
using Robust.Server.GameObjects;
namespace Content.Server.ParticleAccelerator.Wires;
public sealed class ParticleAcceleratorLimiterWireAction : ComponentWireAction<ParticleAcceleratorControlBoxComponent>
{
public override string Name { get; set; } = "wire-name-pa-limiter";
public override Color Color { get; set; } = Color.Teal;
public override object StatusKey { get; } = ParticleAcceleratorWireStatus.Limiter;
public override StatusLightData? GetStatusLightData(Wire wire)
{
var result = base.GetStatusLightData(wire);
if (result.HasValue
&& EntityManager.TryGetComponent<ParticleAcceleratorControlBoxComponent>(wire.Owner, out var controller)
&& controller.MaxStrength >= ParticleAcceleratorPowerState.Level3)
result = new(Color.Purple, result.Value.State, result.Value.Text);
return result;
}
public override StatusLightState? GetLightState(Wire wire, ParticleAcceleratorControlBoxComponent component)
{
return StatusLightState.On;
}
public override bool Cut(EntityUid user, Wire wire, ParticleAcceleratorControlBoxComponent controller)
{
controller.MaxStrength = ParticleAcceleratorPowerState.Level3;
return true;
}
public override bool Mend(EntityUid user, Wire wire, ParticleAcceleratorControlBoxComponent controller)
{
controller.MaxStrength = ParticleAcceleratorPowerState.Level2;
if (controller.SelectedStrength <= controller.MaxStrength || controller.StrengthLocked)
return true;
// Yes, it's a feature that mending this wire WON'T WORK if the strength wire is also cut.
// Since that blocks SetStrength().
var paSystem = EntityManager.System<ParticleAcceleratorSystem>();
var userSession = EntityManager.TryGetComponent<ActorComponent>(user, out var actor) ? actor.PlayerSession : null;
paSystem.SetStrength(wire.Owner, controller.MaxStrength, userSession, controller);
return true;
}
public override void Pulse(EntityUid user, Wire wire, ParticleAcceleratorControlBoxComponent controller)
{
EntityManager.System<PopupSystem>().PopupEntity(
Loc.GetString("particle-accelerator-control-box-component-wires-update-limiter-on-pulse"),
user,
PopupType.SmallCaution
);
}
public override void Update(Wire wire)
{
}
}

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using Content.Server.ParticleAccelerator.Components;
using Content.Server.ParticleAccelerator.EntitySystems;
using Content.Server.Wires;
using Content.Shared.Singularity.Components;
using Content.Shared.Wires;
using Robust.Server.GameObjects;
using Robust.Shared.Random;
namespace Content.Server.ParticleAccelerator.Wires;
public sealed class ParticleAcceleratorStrengthWireAction : ComponentWireAction<ParticleAcceleratorControlBoxComponent>
{
public override string Name { get; set; } = "wire-name-pa-strength";
public override Color Color { get; set; } = Color.Blue;
public override object StatusKey { get; } = ParticleAcceleratorWireStatus.Strength;
public override StatusLightState? GetLightState(Wire wire, ParticleAcceleratorControlBoxComponent component)
{
return component.StrengthLocked ? StatusLightState.BlinkingSlow : StatusLightState.On;
}
public override bool Cut(EntityUid user, Wire wire, ParticleAcceleratorControlBoxComponent controller)
{
controller.StrengthLocked = true;
return true;
}
public override bool Mend(EntityUid user, Wire wire, ParticleAcceleratorControlBoxComponent controller)
{
controller.StrengthLocked = false;
return true;
}
public override void Pulse(EntityUid user, Wire wire, ParticleAcceleratorControlBoxComponent controller)
{
var paSystem = EntityManager.System<ParticleAcceleratorSystem>();
var userSession = EntityManager.TryGetComponent<ActorComponent>(user, out var actor) ? actor.PlayerSession : null;
paSystem.SetStrength(wire.Owner, (ParticleAcceleratorPowerState) ((int) controller.SelectedStrength + 1), userSession, controller);
}
}

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using Content.Server.ParticleAccelerator.Components;
using Content.Server.ParticleAccelerator.EntitySystems;
using Content.Server.Wires;
using Content.Shared.Singularity.Components;
using Content.Shared.Wires;
using Robust.Server.GameObjects;
namespace Content.Server.ParticleAccelerator.Wires;
public sealed class ParticleAcceleratorPowerWireAction : ComponentWireAction<ParticleAcceleratorControlBoxComponent>
{
public override string Name { get; set; } = "wire-name-pa-power";
public override Color Color { get; set; } = Color.Yellow;
public override object StatusKey { get; } = ParticleAcceleratorWireStatus.Power;
public override StatusLightState? GetLightState(Wire wire, ParticleAcceleratorControlBoxComponent component)
{
if (!component.CanBeEnabled)
return StatusLightState.Off;
return component.Enabled ? StatusLightState.On : StatusLightState.BlinkingSlow;
}
public override bool Cut(EntityUid user, Wire wire, ParticleAcceleratorControlBoxComponent controller)
{
var paSystem = EntityManager.System<ParticleAcceleratorSystem>();
var userSession = EntityManager.TryGetComponent<ActorComponent>(user, out var actor) ? actor.PlayerSession : null;
controller.CanBeEnabled = false;
paSystem.SwitchOff(wire.Owner, userSession, controller);
return true;
}
public override bool Mend(EntityUid user, Wire wire, ParticleAcceleratorControlBoxComponent controller)
{
controller.CanBeEnabled = true;
return true;
}
public override void Pulse(EntityUid user, Wire wire, ParticleAcceleratorControlBoxComponent controller)
{
var paSystem = EntityManager.System<ParticleAcceleratorSystem>();
var userSession = EntityManager.TryGetComponent<ActorComponent>(user, out var actor) ? actor.PlayerSession : null;
if (controller.Enabled)
paSystem.SwitchOff(wire.Owner, userSession, controller);
else if (controller.Assembled)
paSystem.SwitchOn(wire.Owner, userSession, controller);
}
}