mirror of
https://github.com/DeltaV-Station/Delta-v.git
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* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
356 lines
15 KiB
C#
356 lines
15 KiB
C#
using System.Numerics;
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using Content.Shared.Radiation.Components;
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using Content.Shared.Singularity.Components;
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using Content.Shared.Singularity.Events;
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using Robust.Shared.Containers;
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using Robust.Shared.Physics.Components;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Singularity.EntitySystems;
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/// <summary>
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/// The entity system primarily responsible for managing <see cref="SingularityComponent"/>s.
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/// </summary>
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public abstract class SharedSingularitySystem : EntitySystem
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{
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#region Dependencies
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[Dependency] private readonly SharedAppearanceSystem _visualizer = default!;
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[Dependency] private readonly SharedContainerSystem _containers = default!;
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[Dependency] private readonly SharedEventHorizonSystem _horizons = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] protected readonly IViewVariablesManager Vvm = default!;
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#endregion Dependencies
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/// <summary>
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/// The minimum level a singularity can be set to.
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/// </summary>
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public const byte MinSingularityLevel = 0;
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/// <summary>
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/// The maximum level a singularity can be set to.
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/// </summary>
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public const byte MaxSingularityLevel = 6;
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/// <summary>
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/// The amount to scale a singularities distortion shader by when it's in a container.
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/// This is the inverse of an exponent, not a linear scaling factor.
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/// ie. n => intensity = intensity ** (1/n)
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/// </summary>
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public const float DistortionContainerScaling = 4f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SingularityComponent, ComponentStartup>(OnSingularityStartup);
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SubscribeLocalEvent<SingularityDistortionComponent, SingularityLevelChangedEvent>(UpdateDistortion);
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SubscribeLocalEvent<SingularityDistortionComponent, EntGotInsertedIntoContainerMessage>(UpdateDistortion);
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SubscribeLocalEvent<SingularityDistortionComponent, EntGotRemovedFromContainerMessage>(UpdateDistortion);
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var vvHandle = Vvm.GetTypeHandler<SingularityComponent>();
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vvHandle.AddPath(nameof(SingularityComponent.Level), (_, comp) => comp.Level, SetLevel);
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vvHandle.AddPath(nameof(SingularityComponent.RadsPerLevel), (_, comp) => comp.RadsPerLevel, SetRadsPerLevel);
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}
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public override void Shutdown()
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{
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var vvHandle = Vvm.GetTypeHandler<SingularityComponent>();
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vvHandle.RemovePath(nameof(SingularityComponent.Level));
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vvHandle.RemovePath(nameof(SingularityComponent.RadsPerLevel));
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base.Shutdown();
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}
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#region Getters/Setters
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/// <summary>
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/// Setter for <see cref="SingularityComponent.Level"/>
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/// Also sends out an event alerting that the singularities level has changed.
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/// </summary>
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/// <param name="uid">The uid of the singularity to change the level of.</param>
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/// <param name="value">The new level the singularity should have.</param>
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/// <param name="singularity">The state of the singularity to change the level of.</param>
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public void SetLevel(EntityUid uid, byte value, SingularityComponent? singularity = null)
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{
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if(!Resolve(uid, ref singularity))
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return;
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value = MathHelper.Clamp(value, MinSingularityLevel, MaxSingularityLevel);
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var oldValue = singularity.Level;
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if (oldValue == value)
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return;
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singularity.Level = value;
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UpdateSingularityLevel(uid, oldValue, singularity);
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if (!Deleted(uid))
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Dirty(uid, singularity);
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}
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/// <summary>
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/// Setter for <see cref="SingularityComponent.RadsPerLevel"/>
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/// Also updates the radiation output of the singularity according to the new values.
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/// </summary>
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/// <param name="uid">The uid of the singularity to change the radioactivity of.</param>
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/// <param name="value">The new radioactivity the singularity should have.</param>
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/// <param name="singularity">The state of the singularity to change the radioactivity of.</param>
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public void SetRadsPerLevel(EntityUid uid, float value, SingularityComponent? singularity = null)
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{
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if(!Resolve(uid, ref singularity))
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return;
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var oldValue = singularity.RadsPerLevel;
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if (oldValue == value)
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return;
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singularity.RadsPerLevel = value;
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UpdateRadiation(uid, singularity);
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}
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/// <summary>
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/// Alerts the entity hosting the singularity that the level of the singularity has changed.
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/// Usually follows a SharedSingularitySystem.SetLevel call, but is also used on component startup to sync everything.
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/// </summary>
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/// <param name="uid">The uid of the singularity which's level has changed.</param>
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/// <param name="oldValue">The old level of the singularity. May be equal to <see cref="SingularityComponent.Level"/> if the component is starting.</param>
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/// <param name="singularity">The state of the singularity which's level has changed.</param>
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public void UpdateSingularityLevel(EntityUid uid, byte oldValue, SingularityComponent? singularity = null)
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{
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if (!Resolve(uid, ref singularity))
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return;
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if (TryComp<EventHorizonComponent>(uid, out var eventHorizon))
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{
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_horizons.SetRadius(uid, EventHorizonRadius(singularity), false, eventHorizon);
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_horizons.SetCanBreachContainment(uid, CanBreachContainment(singularity), false, eventHorizon);
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_horizons.UpdateEventHorizonFixture(uid, eventHorizon: eventHorizon);
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}
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if (TryComp<PhysicsComponent>(uid, out var body))
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{
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if (singularity.Level <= 1 && oldValue > 1) // Apparently keeps singularities from getting stuck in the corners of containment fields.
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_physics.SetLinearVelocity(uid, Vector2.Zero, body: body); // No idea how stopping the singularities movement keeps it from getting stuck though.
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}
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if (TryComp<AppearanceComponent>(uid, out var appearance))
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{
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_visualizer.SetData(uid, SingularityAppearanceKeys.Singularity, singularity.Level, appearance);
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}
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if (TryComp<RadiationSourceComponent>(uid, out var radiationSource))
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{
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UpdateRadiation(uid, singularity, radiationSource);
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}
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RaiseLocalEvent(uid, new SingularityLevelChangedEvent(singularity.Level, oldValue, singularity));
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if (singularity.Level <= 0)
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QueueDel(uid);
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}
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/// <summary>
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/// Alerts the entity hosting the singularity that the level of the singularity has changed without the level actually changing.
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/// Used to sync components when the singularity component is added to an entity.
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/// </summary>
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/// <param name="uid">The uid of the singularity.</param>
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/// <param name="singularity">The state of the singularity.</param>
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public void UpdateSingularityLevel(EntityUid uid, SingularityComponent? singularity = null)
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{
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if (Resolve(uid, ref singularity))
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UpdateSingularityLevel(uid, singularity.Level, singularity);
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}
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/// <summary>
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/// Updates the amount of radiation the singularity emits to reflect a change in the level or radioactivity per level of the singularity.
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/// </summary>
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/// <param name="uid">The uid of the singularity to update the radiation of.</param>
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/// <param name="singularity">The state of the singularity to update the radiation of.</param>
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/// <param name="rads">The state of the radioactivity of the singularity to update.</param>
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private void UpdateRadiation(EntityUid uid, SingularityComponent? singularity = null, RadiationSourceComponent? rads = null)
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{
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if(!Resolve(uid, ref singularity, ref rads, logMissing: false))
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return;
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rads.Intensity = singularity.Level * singularity.RadsPerLevel;
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}
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#endregion Getters/Setters
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#region Derivations
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/// <summary>
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/// The scaling factor for the size of a singularities gravity well.
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/// </summary>
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public const float BaseGravityWellRadius = 2f;
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/// <summary>
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/// The scaling factor for the base acceleration of a singularities gravity well.
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/// </summary>
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public const float BaseGravityWellAcceleration = 10f;
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/// <summary>
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/// The level at and above which a singularity should be capable of breaching containment.
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/// </summary>
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public const byte SingularityBreachThreshold = 5;
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/// <summary>
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/// Derives the proper gravity well radius for a singularity from its state.
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/// </summary>
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/// <param name="singulo">A singularity.</param>
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/// <returns>The gravity well radius the singularity should have given its state.</returns>
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public float GravPulseRange(SingularityComponent singulo)
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=> BaseGravityWellRadius * (singulo.Level + 1);
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/// <summary>
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/// Derives the proper base gravitational acceleration for a singularity from its state.
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/// </summary>
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/// <param name="singulo">A singularity.</param>
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/// <returns>The base gravitational acceleration the singularity should have given its state.</returns>
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public (float, float) GravPulseAcceleration(SingularityComponent singulo)
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=> (BaseGravityWellAcceleration * singulo.Level, 0f);
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/// <summary>
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/// Derives the proper event horizon radius for a singularity from its state.
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/// </summary>
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/// <param name="singulo">A singularity.</param>
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/// <returns>The event horizon radius the singularity should have given its state.</returns>
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public float EventHorizonRadius(SingularityComponent singulo)
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=> singulo.Level - 0.5f;
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/// <summary>
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/// Derives whether a singularity should be able to breach containment from its state.
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/// </summary>
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/// <param name="singulo">A singularity.</param>
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/// <returns>Whether the singularity should be able to breach containment.</returns>
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public bool CanBreachContainment(SingularityComponent singulo)
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=> singulo.Level >= SingularityBreachThreshold;
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/// <summary>
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/// Derives the proper distortion shader falloff for a singularity from its state.
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/// </summary>
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/// <param name="singulo">A singularity.</param>
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/// <returns>The distortion shader falloff the singularity should have given its state.</returns>
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public float GetFalloff(float level)
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{
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return level switch {
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0 => 9999f,
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1 => MathF.Sqrt(6.4f),
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2 => MathF.Sqrt(7.0f),
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3 => MathF.Sqrt(8.0f),
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4 => MathF.Sqrt(10.0f),
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5 => MathF.Sqrt(12.0f),
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6 => MathF.Sqrt(12.0f),
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_ => -1.0f
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};
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}
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/// <summary>
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/// Derives the proper distortion shader intensity for a singularity from its state.
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/// </summary>
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/// <param name="singulo">A singularity.</param>
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/// <returns>The distortion shader intensity the singularity should have given its state.</returns>
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public float GetIntensity(float level)
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{
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return level switch {
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0 => 0.0f,
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1 => 3645f,
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2 => 103680f,
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3 => 1113920f,
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4 => 16200000f,
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5 => 180000000f,
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6 => 180000000f,
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_ => -1.0f
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};
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}
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#endregion Derivations
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#region Serialization
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/// <summary>
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/// A state wrapper used to sync the singularity between the server and client.
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/// </summary>
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[Serializable, NetSerializable]
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protected sealed class SingularityComponentState : ComponentState
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{
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/// <summary>
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/// The level of the singularity to sync.
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/// </summary>
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public readonly byte Level;
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public SingularityComponentState(SingularityComponent singulo)
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{
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Level = singulo.Level;
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}
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}
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#endregion Serialization
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#region EventHandlers
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/// <summary>
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/// Syncs other components with the state of the singularity via event on startup.
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/// </summary>
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/// <param name="uid">The entity that is becoming a singularity.</param>
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/// <param name="comp">The singularity component that is being added to the entity.</param>
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/// <param name="args">The event arguments.</param>
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protected virtual void OnSingularityStartup(EntityUid uid, SingularityComponent comp, ComponentStartup args)
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{
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UpdateSingularityLevel(uid, comp);
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}
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/// <summary>
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/// Updates the distortion shader associated with a singularity when the singuarity changes levels.
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/// </summary>
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/// <param name="uid">The uid of the distortion shader.</param>
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/// <param name="comp">The state of the distortion shader.</param>
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/// <param name="args">The event arguments.</param>
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private void UpdateDistortion(EntityUid uid, SingularityDistortionComponent comp, SingularityLevelChangedEvent args)
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{
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var newFalloffPower = GetFalloff(args.NewValue);
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var newIntensity = GetIntensity(args.NewValue);
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if (_containers.IsEntityInContainer(uid))
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{
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var absFalloffPower = MathF.Abs(newFalloffPower);
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var absIntensity = MathF.Abs(newIntensity);
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var factor = (1f / DistortionContainerScaling) - 1f;
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newFalloffPower = absFalloffPower > 1f ? newFalloffPower * MathF.Pow(absFalloffPower, factor) : newFalloffPower;
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newIntensity = absIntensity > 1f ? newIntensity * MathF.Pow(absIntensity, factor) : newIntensity;
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}
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|
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comp.FalloffPower = newFalloffPower;
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comp.Intensity = newIntensity;
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Dirty(uid, comp);
|
|
}
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|
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/// <summary>
|
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/// Updates the distortion shader associated with a singularity when the singuarity is inserted into a container.
|
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/// </summary>
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/// <param name="uid">The uid of the distortion shader.</param>
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/// <param name="comp">The state of the distortion shader.</param>
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/// <param name="args">The event arguments.</param>
|
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private void UpdateDistortion(EntityUid uid, SingularityDistortionComponent comp, EntGotInsertedIntoContainerMessage args)
|
|
{
|
|
var absFalloffPower = MathF.Abs(comp.FalloffPower);
|
|
var absIntensity = MathF.Abs(comp.Intensity);
|
|
|
|
var factor = (1f / DistortionContainerScaling) - 1f;
|
|
comp.FalloffPower = absFalloffPower > 1 ? comp.FalloffPower * MathF.Pow(absFalloffPower, factor) : comp.FalloffPower;
|
|
comp.Intensity = absIntensity > 1 ? comp.Intensity * MathF.Pow(absIntensity, factor) : comp.Intensity;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the distortion shader associated with a singularity when the singuarity is removed from a container.
|
|
/// </summary>
|
|
/// <param name="uid">The uid of the distortion shader.</param>
|
|
/// <param name="comp">The state of the distortion shader.</param>
|
|
/// <param name="args">The event arguments.</param>
|
|
private void UpdateDistortion(EntityUid uid, SingularityDistortionComponent comp, EntGotRemovedFromContainerMessage args)
|
|
{
|
|
var absFalloffPower = MathF.Abs(comp.FalloffPower);
|
|
var absIntensity = MathF.Abs(comp.Intensity);
|
|
|
|
var factor = DistortionContainerScaling - 1;
|
|
comp.FalloffPower = absFalloffPower > 1 ? comp.FalloffPower * MathF.Pow(absFalloffPower, factor) : comp.FalloffPower;
|
|
comp.Intensity = absIntensity > 1 ? comp.Intensity * MathF.Pow(absIntensity, factor) : comp.Intensity;
|
|
}
|
|
|
|
#endregion EventHandlers
|
|
|
|
}
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