more component ref removal + combining server/client comps (#13178)
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
This commit is contained in:
@@ -1,32 +0,0 @@
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
using Content.Shared.Singularity.EntitySystems;
|
||||
|
||||
namespace Content.Shared.Singularity.Components;
|
||||
|
||||
/// <summary>
|
||||
/// A component that makes the associated entity accumulate energy when an associated event horizon consumes things.
|
||||
/// Energy management is server-side.
|
||||
/// </summary>
|
||||
[NetworkedComponent]
|
||||
public abstract class SharedSingularityComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// The current level of the singularity.
|
||||
/// Used as a scaling factor for things like visual size, event horizon radius, gravity well radius, radiation output, etc.
|
||||
/// If you want to set this use <see cref="SharedSingularitySystem.SetLevel"/>().
|
||||
/// </summary>
|
||||
[DataField("level")]
|
||||
[Access(friends:typeof(SharedSingularitySystem), Other=AccessPermissions.Read, Self=AccessPermissions.Read)]
|
||||
public byte Level = 1;
|
||||
|
||||
/// <summary>
|
||||
/// The amount of radiation this singularity emits per its level.
|
||||
/// Has to be on shared in case someone attaches a RadiationPulseComponent to the singularity.
|
||||
/// If you want to set this use <see cref="SharedSingularitySystem.SetRadsPerLevel"/>().
|
||||
/// </summary>
|
||||
[DataField("radsPerLevel")]
|
||||
[Access(friends:typeof(SharedSingularitySystem), Other=AccessPermissions.Read, Self=AccessPermissions.Read)]
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float RadsPerLevel = 2f;
|
||||
}
|
||||
105
Content.Shared/Singularity/Components/SingularityComponent.cs
Normal file
105
Content.Shared/Singularity/Components/SingularityComponent.cs
Normal file
@@ -0,0 +1,105 @@
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
using Content.Shared.Singularity.EntitySystems;
|
||||
using Robust.Shared.Audio;
|
||||
|
||||
namespace Content.Shared.Singularity.Components;
|
||||
|
||||
/// <summary>
|
||||
/// A component that makes the associated entity accumulate energy when an associated event horizon consumes things.
|
||||
/// Energy management is server-side.
|
||||
/// </summary>
|
||||
[RegisterComponent, NetworkedComponent]
|
||||
public sealed class SingularityComponent : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// The current level of the singularity.
|
||||
/// Used as a scaling factor for things like visual size, event horizon radius, gravity well radius, radiation output, etc.
|
||||
/// If you want to set this use <see cref="SharedSingularitySystem.SetLevel"/>().
|
||||
/// </summary>
|
||||
[DataField("level")]
|
||||
[Access(friends:typeof(SharedSingularitySystem), Other=AccessPermissions.Read, Self=AccessPermissions.Read)]
|
||||
public byte Level = 1;
|
||||
|
||||
/// <summary>
|
||||
/// The amount of radiation this singularity emits per its level.
|
||||
/// Has to be on shared in case someone attaches a RadiationPulseComponent to the singularity.
|
||||
/// If you want to set this use <see cref="SharedSingularitySystem.SetRadsPerLevel"/>().
|
||||
/// </summary>
|
||||
[DataField("radsPerLevel")]
|
||||
[Access(friends:typeof(SharedSingularitySystem), Other=AccessPermissions.Read, Self=AccessPermissions.Read)]
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float RadsPerLevel = 2f;
|
||||
|
||||
/// <summary>
|
||||
/// The amount of energy this singularity contains.
|
||||
/// </summary>
|
||||
[DataField("energy")]
|
||||
public float Energy = 180f;
|
||||
|
||||
/// <summary>
|
||||
/// The rate at which this singularity loses energy over time.
|
||||
/// </summary>
|
||||
[DataField("energyLoss")]
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public float EnergyDrain;
|
||||
|
||||
#region Audio
|
||||
|
||||
/// <summary>
|
||||
/// The sound that this singularity produces by existing.
|
||||
/// </summary>
|
||||
[DataField("ambientSound")]
|
||||
[ViewVariables(VVAccess.ReadOnly)]
|
||||
public SoundSpecifier? AmbientSound = new SoundPathSpecifier(
|
||||
"/Audio/Effects/singularity_form.ogg",
|
||||
AudioParams.Default.WithVolume(5).WithLoop(true).WithMaxDistance(20f)
|
||||
);
|
||||
|
||||
/// <summary>
|
||||
/// The audio stream that plays the sound specified by <see cref="AmbientSound"/> on loop.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public IPlayingAudioStream? AmbientSoundStream = null;
|
||||
|
||||
/// <summary>
|
||||
/// The sound that the singularity produces when it forms.
|
||||
/// </summary>
|
||||
[DataField("formationSound")]
|
||||
[ViewVariables(VVAccess.ReadOnly)]
|
||||
public SoundSpecifier? FormationSound = null;
|
||||
|
||||
/// <summary>
|
||||
/// The sound that the singularity produces when it dissipates.
|
||||
/// </summary>
|
||||
[DataField("dissipationSound")]
|
||||
[ViewVariables(VVAccess.ReadWrite)]
|
||||
public SoundSpecifier? DissipationSound = new SoundPathSpecifier(
|
||||
"/Audio/Effects/singularity_collapse.ogg",
|
||||
AudioParams.Default
|
||||
);
|
||||
|
||||
#endregion Audio
|
||||
|
||||
#region Update Timing
|
||||
|
||||
/// <summary>
|
||||
/// The amount of time that should elapse between automated updates to this singularity.
|
||||
/// </summary>
|
||||
[DataField("updatePeriod")]
|
||||
[ViewVariables(VVAccess.ReadOnly)]
|
||||
public TimeSpan TargetUpdatePeriod = TimeSpan.FromSeconds(1.0);
|
||||
|
||||
/// <summary>
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadOnly)]
|
||||
public TimeSpan NextUpdateTime = default!;
|
||||
|
||||
/// <summary>
|
||||
/// The last time this singularity was updated.
|
||||
/// </summary>
|
||||
[ViewVariables(VVAccess.ReadOnly)]
|
||||
public TimeSpan LastUpdateTime = default!;
|
||||
|
||||
#endregion Update Timing
|
||||
}
|
||||
@@ -10,7 +10,7 @@ using Content.Shared.Singularity.Events;
|
||||
namespace Content.Shared.Singularity.EntitySystems;
|
||||
|
||||
/// <summary>
|
||||
/// The entity system primarily responsible for managing <see cref="SharedSingularityComponent"/>s.
|
||||
/// The entity system primarily responsible for managing <see cref="SingularityComponent"/>s.
|
||||
/// </summary>
|
||||
public abstract class SharedSingularitySystem : EntitySystem
|
||||
{
|
||||
@@ -44,7 +44,7 @@ public abstract class SharedSingularitySystem : EntitySystem
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<SharedSingularityComponent, ComponentStartup>(OnSingularityStartup);
|
||||
SubscribeLocalEvent<SingularityComponent, ComponentStartup>(OnSingularityStartup);
|
||||
SubscribeLocalEvent<AppearanceComponent, SingularityLevelChangedEvent>(UpdateAppearance);
|
||||
SubscribeLocalEvent<RadiationSourceComponent, SingularityLevelChangedEvent>(UpdateRadiation);
|
||||
SubscribeLocalEvent<PhysicsComponent, SingularityLevelChangedEvent>(UpdateBody);
|
||||
@@ -53,16 +53,16 @@ public abstract class SharedSingularitySystem : EntitySystem
|
||||
SubscribeLocalEvent<SingularityDistortionComponent, EntGotInsertedIntoContainerMessage>(UpdateDistortion);
|
||||
SubscribeLocalEvent<SingularityDistortionComponent, EntGotRemovedFromContainerMessage>(UpdateDistortion);
|
||||
|
||||
var vvHandle = Vvm.GetTypeHandler<SharedSingularityComponent>();
|
||||
vvHandle.AddPath(nameof(SharedSingularityComponent.Level), (_, comp) => comp.Level, SetLevel);
|
||||
vvHandle.AddPath(nameof(SharedSingularityComponent.RadsPerLevel), (_, comp) => comp.RadsPerLevel, SetRadsPerLevel);
|
||||
var vvHandle = Vvm.GetTypeHandler<SingularityComponent>();
|
||||
vvHandle.AddPath(nameof(SingularityComponent.Level), (_, comp) => comp.Level, SetLevel);
|
||||
vvHandle.AddPath(nameof(SingularityComponent.RadsPerLevel), (_, comp) => comp.RadsPerLevel, SetRadsPerLevel);
|
||||
}
|
||||
|
||||
public override void Shutdown()
|
||||
{
|
||||
var vvHandle = Vvm.GetTypeHandler<SharedSingularityComponent>();
|
||||
vvHandle.RemovePath(nameof(SharedSingularityComponent.Level));
|
||||
vvHandle.RemovePath(nameof(SharedSingularityComponent.RadsPerLevel));
|
||||
var vvHandle = Vvm.GetTypeHandler<SingularityComponent>();
|
||||
vvHandle.RemovePath(nameof(SingularityComponent.Level));
|
||||
vvHandle.RemovePath(nameof(SingularityComponent.RadsPerLevel));
|
||||
|
||||
base.Shutdown();
|
||||
}
|
||||
@@ -70,13 +70,13 @@ public abstract class SharedSingularitySystem : EntitySystem
|
||||
#region Getters/Setters
|
||||
|
||||
/// <summary>
|
||||
/// Setter for <see cref="SharedSingularityComponent.Level"/>
|
||||
/// Setter for <see cref="SingularityComponent.Level"/>
|
||||
/// Also sends out an event alerting that the singularities level has changed.
|
||||
/// </summary>
|
||||
/// <param name="uid">The uid of the singularity to change the level of.</param>
|
||||
/// <param name="value">The new level the singularity should have.</param>
|
||||
/// <param name="singularity">The state of the singularity to change the level of.</param>
|
||||
public void SetLevel(EntityUid uid, byte value, SharedSingularityComponent? singularity = null)
|
||||
public void SetLevel(EntityUid uid, byte value, SingularityComponent? singularity = null)
|
||||
{
|
||||
if(!Resolve(uid, ref singularity))
|
||||
return;
|
||||
@@ -93,13 +93,13 @@ public abstract class SharedSingularitySystem : EntitySystem
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Setter for <see cref="SharedSingularityComponent.RadsPerLevel"/>
|
||||
/// Setter for <see cref="SingularityComponent.RadsPerLevel"/>
|
||||
/// Also updates the radiation output of the singularity according to the new values.
|
||||
/// </summary>
|
||||
/// <param name="uid">The uid of the singularity to change the radioactivity of.</param>
|
||||
/// <param name="value">The new radioactivity the singularity should have.</param>
|
||||
/// <param name="singularity">The state of the singularity to change the radioactivity of.</param>
|
||||
public void SetRadsPerLevel(EntityUid uid, float value, SharedSingularityComponent? singularity = null)
|
||||
public void SetRadsPerLevel(EntityUid uid, float value, SingularityComponent? singularity = null)
|
||||
{
|
||||
if(!Resolve(uid, ref singularity))
|
||||
return;
|
||||
@@ -117,9 +117,9 @@ public abstract class SharedSingularitySystem : EntitySystem
|
||||
/// Usually follows a SharedSingularitySystem.SetLevel call, but is also used on component startup to sync everything.
|
||||
/// </summary>
|
||||
/// <param name="uid">The uid of the singularity which's level has changed.</param>
|
||||
/// <param name="oldValue">The old level of the singularity. May be equal to <see cref="SharedSingularityComponent.Level"/> if the component is starting.</param>
|
||||
/// <param name="oldValue">The old level of the singularity. May be equal to <see cref="SingularityComponent.Level"/> if the component is starting.</param>
|
||||
/// <param name="singularity">The state of the singularity which's level has changed.</param>
|
||||
public void UpdateSingularityLevel(EntityUid uid, byte oldValue, SharedSingularityComponent? singularity = null)
|
||||
public void UpdateSingularityLevel(EntityUid uid, byte oldValue, SingularityComponent? singularity = null)
|
||||
{
|
||||
if(!Resolve(uid, ref singularity))
|
||||
return;
|
||||
@@ -135,7 +135,7 @@ public abstract class SharedSingularitySystem : EntitySystem
|
||||
/// </summary>
|
||||
/// <param name="uid">The uid of the singularity.</param>
|
||||
/// <param name="singularity">The state of the singularity.</param>
|
||||
public void UpdateSingularityLevel(EntityUid uid, SharedSingularityComponent? singularity = null)
|
||||
public void UpdateSingularityLevel(EntityUid uid, SingularityComponent? singularity = null)
|
||||
{
|
||||
if (Resolve(uid, ref singularity))
|
||||
UpdateSingularityLevel(uid, singularity.Level, singularity);
|
||||
@@ -147,7 +147,7 @@ public abstract class SharedSingularitySystem : EntitySystem
|
||||
/// <param name="uid">The uid of the singularity to update the radiation of.</param>
|
||||
/// <param name="singularity">The state of the singularity to update the radiation of.</param>
|
||||
/// <param name="rads">The state of the radioactivity of the singularity to update.</param>
|
||||
private void UpdateRadiation(EntityUid uid, SharedSingularityComponent? singularity = null, RadiationSourceComponent? rads = null)
|
||||
private void UpdateRadiation(EntityUid uid, SingularityComponent? singularity = null, RadiationSourceComponent? rads = null)
|
||||
{
|
||||
if(!Resolve(uid, ref singularity, ref rads, logMissing: false))
|
||||
return;
|
||||
@@ -177,7 +177,7 @@ public abstract class SharedSingularitySystem : EntitySystem
|
||||
/// </summary>
|
||||
/// <param name="singulo">A singularity.</param>
|
||||
/// <returns>The gravity well radius the singularity should have given its state.</returns>
|
||||
public float GravPulseRange(SharedSingularityComponent singulo)
|
||||
public float GravPulseRange(SingularityComponent singulo)
|
||||
=> BaseGravityWellRadius * (singulo.Level + 1);
|
||||
|
||||
/// <summary>
|
||||
@@ -185,7 +185,7 @@ public abstract class SharedSingularitySystem : EntitySystem
|
||||
/// </summary>
|
||||
/// <param name="singulo">A singularity.</param>
|
||||
/// <returns>The base gravitational acceleration the singularity should have given its state.</returns>
|
||||
public (float, float) GravPulseAcceleration(SharedSingularityComponent singulo)
|
||||
public (float, float) GravPulseAcceleration(SingularityComponent singulo)
|
||||
=> (BaseGravityWellAcceleration * singulo.Level, 0f);
|
||||
|
||||
/// <summary>
|
||||
@@ -193,7 +193,7 @@ public abstract class SharedSingularitySystem : EntitySystem
|
||||
/// </summary>
|
||||
/// <param name="singulo">A singularity.</param>
|
||||
/// <returns>The event horizon radius the singularity should have given its state.</returns>
|
||||
public float EventHorizonRadius(SharedSingularityComponent singulo)
|
||||
public float EventHorizonRadius(SingularityComponent singulo)
|
||||
=> (float) singulo.Level - 0.5f;
|
||||
|
||||
/// <summary>
|
||||
@@ -201,7 +201,7 @@ public abstract class SharedSingularitySystem : EntitySystem
|
||||
/// </summary>
|
||||
/// <param name="singulo">A singularity.</param>
|
||||
/// <returns>Whether the singularity should be able to breach containment.</returns>
|
||||
public bool CanBreachContainment(SharedSingularityComponent singulo)
|
||||
public bool CanBreachContainment(SingularityComponent singulo)
|
||||
=> singulo.Level >= SingularityBreachThreshold;
|
||||
|
||||
/// <summary>
|
||||
@@ -255,7 +255,7 @@ public abstract class SharedSingularitySystem : EntitySystem
|
||||
/// </summary>
|
||||
public readonly byte Level;
|
||||
|
||||
public SingularityComponentState(SharedSingularityComponent singulo)
|
||||
public SingularityComponentState(SingularityComponent singulo)
|
||||
{
|
||||
Level = singulo.Level;
|
||||
}
|
||||
@@ -269,7 +269,7 @@ public abstract class SharedSingularitySystem : EntitySystem
|
||||
/// <param name="uid">The entity that is becoming a singularity.</param>
|
||||
/// <param name="comp">The singularity component that is being added to the entity.</param>
|
||||
/// <param name="args">The event arguments.</param>
|
||||
protected virtual void OnSingularityStartup(EntityUid uid, SharedSingularityComponent comp, ComponentStartup args)
|
||||
protected virtual void OnSingularityStartup(EntityUid uid, SingularityComponent comp, ComponentStartup args)
|
||||
{
|
||||
UpdateSingularityLevel(uid, comp);
|
||||
}
|
||||
|
||||
@@ -20,9 +20,9 @@ public sealed class SingularityLevelChangedEvent : EntityEventArgs
|
||||
/// <summary>
|
||||
/// The singularity that just changed level.
|
||||
/// </summary>
|
||||
public readonly SharedSingularityComponent Singularity;
|
||||
public readonly SingularityComponent Singularity;
|
||||
|
||||
public SingularityLevelChangedEvent(byte newValue, byte oldValue, SharedSingularityComponent singularity)
|
||||
public SingularityLevelChangedEvent(byte newValue, byte oldValue, SingularityComponent singularity)
|
||||
{
|
||||
NewValue = newValue;
|
||||
OldValue = oldValue;
|
||||
|
||||
Reference in New Issue
Block a user