Files
Delta-v/Content.Shared/Singularity/EntitySystems/SharedSingularitySystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* 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...
2025-11-06 18:22:39 +00:00

356 lines
15 KiB
C#

using System.Numerics;
using Content.Shared.Radiation.Components;
using Content.Shared.Singularity.Components;
using Content.Shared.Singularity.Events;
using Robust.Shared.Containers;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Serialization;
namespace Content.Shared.Singularity.EntitySystems;
/// <summary>
/// The entity system primarily responsible for managing <see cref="SingularityComponent"/>s.
/// </summary>
public abstract class SharedSingularitySystem : EntitySystem
{
#region Dependencies
[Dependency] private readonly SharedAppearanceSystem _visualizer = default!;
[Dependency] private readonly SharedContainerSystem _containers = default!;
[Dependency] private readonly SharedEventHorizonSystem _horizons = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] protected readonly IViewVariablesManager Vvm = default!;
#endregion Dependencies
/// <summary>
/// The minimum level a singularity can be set to.
/// </summary>
public const byte MinSingularityLevel = 0;
/// <summary>
/// The maximum level a singularity can be set to.
/// </summary>
public const byte MaxSingularityLevel = 6;
/// <summary>
/// The amount to scale a singularities distortion shader by when it's in a container.
/// This is the inverse of an exponent, not a linear scaling factor.
/// ie. n => intensity = intensity ** (1/n)
/// </summary>
public const float DistortionContainerScaling = 4f;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SingularityComponent, ComponentStartup>(OnSingularityStartup);
SubscribeLocalEvent<SingularityDistortionComponent, SingularityLevelChangedEvent>(UpdateDistortion);
SubscribeLocalEvent<SingularityDistortionComponent, EntGotInsertedIntoContainerMessage>(UpdateDistortion);
SubscribeLocalEvent<SingularityDistortionComponent, EntGotRemovedFromContainerMessage>(UpdateDistortion);
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<SingularityComponent>();
vvHandle.RemovePath(nameof(SingularityComponent.Level));
vvHandle.RemovePath(nameof(SingularityComponent.RadsPerLevel));
base.Shutdown();
}
#region Getters/Setters
/// <summary>
/// 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, SingularityComponent? singularity = null)
{
if(!Resolve(uid, ref singularity))
return;
value = MathHelper.Clamp(value, MinSingularityLevel, MaxSingularityLevel);
var oldValue = singularity.Level;
if (oldValue == value)
return;
singularity.Level = value;
UpdateSingularityLevel(uid, oldValue, singularity);
if (!Deleted(uid))
Dirty(uid, singularity);
}
/// <summary>
/// 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, SingularityComponent? singularity = null)
{
if(!Resolve(uid, ref singularity))
return;
var oldValue = singularity.RadsPerLevel;
if (oldValue == value)
return;
singularity.RadsPerLevel = value;
UpdateRadiation(uid, singularity);
}
/// <summary>
/// Alerts the entity hosting the singularity that the level of the singularity has changed.
/// 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="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, SingularityComponent? singularity = null)
{
if (!Resolve(uid, ref singularity))
return;
if (TryComp<EventHorizonComponent>(uid, out var eventHorizon))
{
_horizons.SetRadius(uid, EventHorizonRadius(singularity), false, eventHorizon);
_horizons.SetCanBreachContainment(uid, CanBreachContainment(singularity), false, eventHorizon);
_horizons.UpdateEventHorizonFixture(uid, eventHorizon: eventHorizon);
}
if (TryComp<PhysicsComponent>(uid, out var body))
{
if (singularity.Level <= 1 && oldValue > 1) // Apparently keeps singularities from getting stuck in the corners of containment fields.
_physics.SetLinearVelocity(uid, Vector2.Zero, body: body); // No idea how stopping the singularities movement keeps it from getting stuck though.
}
if (TryComp<AppearanceComponent>(uid, out var appearance))
{
_visualizer.SetData(uid, SingularityAppearanceKeys.Singularity, singularity.Level, appearance);
}
if (TryComp<RadiationSourceComponent>(uid, out var radiationSource))
{
UpdateRadiation(uid, singularity, radiationSource);
}
RaiseLocalEvent(uid, new SingularityLevelChangedEvent(singularity.Level, oldValue, singularity));
if (singularity.Level <= 0)
QueueDel(uid);
}
/// <summary>
/// Alerts the entity hosting the singularity that the level of the singularity has changed without the level actually changing.
/// Used to sync components when the singularity component is added to an entity.
/// </summary>
/// <param name="uid">The uid of the singularity.</param>
/// <param name="singularity">The state of the singularity.</param>
public void UpdateSingularityLevel(EntityUid uid, SingularityComponent? singularity = null)
{
if (Resolve(uid, ref singularity))
UpdateSingularityLevel(uid, singularity.Level, singularity);
}
/// <summary>
/// Updates the amount of radiation the singularity emits to reflect a change in the level or radioactivity per level of the singularity.
/// </summary>
/// <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, SingularityComponent? singularity = null, RadiationSourceComponent? rads = null)
{
if(!Resolve(uid, ref singularity, ref rads, logMissing: false))
return;
rads.Intensity = singularity.Level * singularity.RadsPerLevel;
}
#endregion Getters/Setters
#region Derivations
/// <summary>
/// The scaling factor for the size of a singularities gravity well.
/// </summary>
public const float BaseGravityWellRadius = 2f;
/// <summary>
/// The scaling factor for the base acceleration of a singularities gravity well.
/// </summary>
public const float BaseGravityWellAcceleration = 10f;
/// <summary>
/// The level at and above which a singularity should be capable of breaching containment.
/// </summary>
public const byte SingularityBreachThreshold = 5;
/// <summary>
/// Derives the proper gravity well radius for a singularity from its state.
/// </summary>
/// <param name="singulo">A singularity.</param>
/// <returns>The gravity well radius the singularity should have given its state.</returns>
public float GravPulseRange(SingularityComponent singulo)
=> BaseGravityWellRadius * (singulo.Level + 1);
/// <summary>
/// Derives the proper base gravitational acceleration for a singularity from its state.
/// </summary>
/// <param name="singulo">A singularity.</param>
/// <returns>The base gravitational acceleration the singularity should have given its state.</returns>
public (float, float) GravPulseAcceleration(SingularityComponent singulo)
=> (BaseGravityWellAcceleration * singulo.Level, 0f);
/// <summary>
/// Derives the proper event horizon radius for a singularity from its state.
/// </summary>
/// <param name="singulo">A singularity.</param>
/// <returns>The event horizon radius the singularity should have given its state.</returns>
public float EventHorizonRadius(SingularityComponent singulo)
=> singulo.Level - 0.5f;
/// <summary>
/// Derives whether a singularity should be able to breach containment from its state.
/// </summary>
/// <param name="singulo">A singularity.</param>
/// <returns>Whether the singularity should be able to breach containment.</returns>
public bool CanBreachContainment(SingularityComponent singulo)
=> singulo.Level >= SingularityBreachThreshold;
/// <summary>
/// Derives the proper distortion shader falloff for a singularity from its state.
/// </summary>
/// <param name="singulo">A singularity.</param>
/// <returns>The distortion shader falloff the singularity should have given its state.</returns>
public float GetFalloff(float level)
{
return level switch {
0 => 9999f,
1 => MathF.Sqrt(6.4f),
2 => MathF.Sqrt(7.0f),
3 => MathF.Sqrt(8.0f),
4 => MathF.Sqrt(10.0f),
5 => MathF.Sqrt(12.0f),
6 => MathF.Sqrt(12.0f),
_ => -1.0f
};
}
/// <summary>
/// Derives the proper distortion shader intensity for a singularity from its state.
/// </summary>
/// <param name="singulo">A singularity.</param>
/// <returns>The distortion shader intensity the singularity should have given its state.</returns>
public float GetIntensity(float level)
{
return level switch {
0 => 0.0f,
1 => 3645f,
2 => 103680f,
3 => 1113920f,
4 => 16200000f,
5 => 180000000f,
6 => 180000000f,
_ => -1.0f
};
}
#endregion Derivations
#region Serialization
/// <summary>
/// A state wrapper used to sync the singularity between the server and client.
/// </summary>
[Serializable, NetSerializable]
protected sealed class SingularityComponentState : ComponentState
{
/// <summary>
/// The level of the singularity to sync.
/// </summary>
public readonly byte Level;
public SingularityComponentState(SingularityComponent singulo)
{
Level = singulo.Level;
}
}
#endregion Serialization
#region EventHandlers
/// <summary>
/// Syncs other components with the state of the singularity via event on startup.
/// </summary>
/// <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, SingularityComponent comp, ComponentStartup args)
{
UpdateSingularityLevel(uid, comp);
}
/// <summary>
/// Updates the distortion shader associated with a singularity when the singuarity changes levels.
/// </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, SingularityLevelChangedEvent args)
{
var newFalloffPower = GetFalloff(args.NewValue);
var newIntensity = GetIntensity(args.NewValue);
if (_containers.IsEntityInContainer(uid))
{
var absFalloffPower = MathF.Abs(newFalloffPower);
var absIntensity = MathF.Abs(newIntensity);
var factor = (1f / DistortionContainerScaling) - 1f;
newFalloffPower = absFalloffPower > 1f ? newFalloffPower * MathF.Pow(absFalloffPower, factor) : newFalloffPower;
newIntensity = absIntensity > 1f ? newIntensity * MathF.Pow(absIntensity, factor) : newIntensity;
}
comp.FalloffPower = newFalloffPower;
comp.Intensity = newIntensity;
Dirty(uid, comp);
}
/// <summary>
/// Updates the distortion shader associated with a singularity when the singuarity is inserted into 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, 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
}