mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-04 05:17:28 +00:00
* 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...
603 lines
21 KiB
C#
603 lines
21 KiB
C#
using System.Numerics;
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using Content.Server.Audio;
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using Content.Server.Power.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Server.Shuttles.Components;
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using Content.Shared.Damage;
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using Content.Shared.Examine;
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using Content.Shared.Interaction;
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using Content.Shared.Maps;
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using Content.Shared.Physics;
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using Content.Shared.Shuttles.Components;
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using Content.Shared.Temperature;
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using Robust.Shared.Map;
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using Robust.Shared.Map.Components;
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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.Events;
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using Robust.Shared.Physics.Systems;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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using Content.Shared.Localizations;
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using Content.Shared.Power;
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namespace Content.Server.Shuttles.Systems;
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public sealed class ThrusterSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedMapSystem _mapSystem = default!;
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[Dependency] private readonly AmbientSoundSystem _ambient = default!;
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[Dependency] private readonly FixtureSystem _fixtureSystem = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly SharedPointLightSystem _light = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly TurfSystem _turf = default!;
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// Essentially whenever thruster enables we update the shuttle's available impulses which are used for movement.
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// This is done for each direction available.
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public const string BurnFixture = "thruster-burn";
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ThrusterComponent, ActivateInWorldEvent>(OnActivateThruster);
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SubscribeLocalEvent<ThrusterComponent, ComponentInit>(OnThrusterInit);
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SubscribeLocalEvent<ThrusterComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<ThrusterComponent, ComponentShutdown>(OnThrusterShutdown);
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SubscribeLocalEvent<ThrusterComponent, PowerChangedEvent>(OnPowerChange);
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SubscribeLocalEvent<ThrusterComponent, AnchorStateChangedEvent>(OnAnchorChange);
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SubscribeLocalEvent<ThrusterComponent, MoveEvent>(OnRotate);
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SubscribeLocalEvent<ThrusterComponent, IsHotEvent>(OnIsHotEvent);
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SubscribeLocalEvent<ThrusterComponent, StartCollideEvent>(OnStartCollide);
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SubscribeLocalEvent<ThrusterComponent, EndCollideEvent>(OnEndCollide);
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SubscribeLocalEvent<ThrusterComponent, ExaminedEvent>(OnThrusterExamine);
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SubscribeLocalEvent<ShuttleComponent, TileChangedEvent>(OnShuttleTileChange);
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}
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private void OnThrusterExamine(EntityUid uid, ThrusterComponent component, ExaminedEvent args)
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{
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// Powered is already handled by other power components
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var enabled = Loc.GetString(component.Enabled ? "thruster-comp-enabled" : "thruster-comp-disabled");
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using (args.PushGroup(nameof(ThrusterComponent)))
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{
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args.PushMarkup(enabled);
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if (component.Type == ThrusterType.Linear &&
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TryComp(uid, out TransformComponent? xform) &&
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xform.Anchored)
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{
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var nozzleLocalization = ContentLocalizationManager.FormatDirection(xform.LocalRotation.Opposite().ToWorldVec().GetDir()).ToLower();
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var nozzleDir = Loc.GetString("thruster-comp-nozzle-direction",
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("direction", nozzleLocalization));
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args.PushMarkup(nozzleDir);
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var exposed = NozzleExposed(xform);
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var nozzleText =
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Loc.GetString(exposed ? "thruster-comp-nozzle-exposed" : "thruster-comp-nozzle-not-exposed");
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args.PushMarkup(nozzleText);
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}
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}
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}
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private void OnIsHotEvent(EntityUid uid, ThrusterComponent component, IsHotEvent args)
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{
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args.IsHot = component.Type != ThrusterType.Angular && component.IsOn;
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}
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private void OnShuttleTileChange(EntityUid uid, ShuttleComponent component, ref TileChangedEvent args)
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{
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foreach (var change in args.Changes)
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{
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// If the old tile was space but the new one isn't then disable all adjacent thrusters
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if (_turf.IsSpace(change.NewTile) || !_turf.IsSpace(change.OldTile))
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continue;
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var tilePos = change.GridIndices;
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var grid = Comp<MapGridComponent>(uid);
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var xformQuery = GetEntityQuery<TransformComponent>();
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var thrusterQuery = GetEntityQuery<ThrusterComponent>();
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for (var x = -1; x <= 1; x++)
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{
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for (var y = -1; y <= 1; y++)
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{
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if (x != 0 && y != 0)
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continue;
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var checkPos = tilePos + new Vector2i(x, y);
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var enumerator = _mapSystem.GetAnchoredEntitiesEnumerator(uid, grid, checkPos);
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while (enumerator.MoveNext(out var ent))
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{
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if (!thrusterQuery.TryGetComponent(ent.Value, out var thruster) || !thruster.RequireSpace)
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continue;
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// Work out if the thruster is facing this direction
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var xform = xformQuery.GetComponent(ent.Value);
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var direction = xform.LocalRotation.ToWorldVec();
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if (new Vector2i((int)direction.X, (int)direction.Y) != new Vector2i(x, y))
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continue;
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DisableThruster(ent.Value, thruster, xform.GridUid);
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}
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}
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}
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}
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}
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private void OnActivateThruster(EntityUid uid, ThrusterComponent component, ActivateInWorldEvent args)
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{
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if (args.Handled || !args.Complex)
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return;
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component.Enabled ^= true;
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if (!component.Enabled)
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{
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DisableThruster(uid, component);
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args.Handled = true;
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}
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else if (CanEnable(uid, component))
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{
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EnableThruster(uid, component);
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args.Handled = true;
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}
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}
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/// <summary>
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/// If the thruster rotates change the direction where the linear thrust is applied
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/// </summary>
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private void OnRotate(EntityUid uid, ThrusterComponent component, ref MoveEvent args)
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{
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// TODO: Disable visualizer for old direction
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// TODO: Don't make them rotatable and make it require anchoring.
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if (!component.Enabled ||
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!TryComp(uid, out TransformComponent? xform) ||
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!TryComp(xform.GridUid, out ShuttleComponent? shuttleComponent))
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{
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return;
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}
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var canEnable = CanEnable(uid, component);
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// If it's not on then don't enable it inadvertantly (given we don't have an old rotation)
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if (!canEnable && !component.IsOn)
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return;
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// Enable it if it was turned off but new tile is valid
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if (!component.IsOn && canEnable)
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{
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EnableThruster(uid, component);
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return;
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}
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// Disable if new tile invalid
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if (component.IsOn && !canEnable)
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{
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DisableThruster(uid, component, args.OldPosition.EntityId, xform, args.OldRotation);
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return;
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}
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var oldDirection = (int)args.OldRotation.GetCardinalDir() / 2;
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var direction = (int)args.NewRotation.GetCardinalDir() / 2;
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var oldShuttleComponent = shuttleComponent;
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if (args.ParentChanged)
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{
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oldShuttleComponent = Comp<ShuttleComponent>(args.OldPosition.EntityId);
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// If no parent change doesn't matter for angular.
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if (component.Type == ThrusterType.Angular)
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{
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oldShuttleComponent.AngularThrust -= component.Thrust;
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DebugTools.Assert(oldShuttleComponent.AngularThrusters.Contains(uid));
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oldShuttleComponent.AngularThrusters.Remove(uid);
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shuttleComponent.AngularThrust += component.Thrust;
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DebugTools.Assert(!shuttleComponent.AngularThrusters.Contains(uid));
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shuttleComponent.AngularThrusters.Add(uid);
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return;
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}
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}
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if (component.Type == ThrusterType.Linear)
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{
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oldShuttleComponent.LinearThrust[oldDirection] -= component.Thrust;
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DebugTools.Assert(oldShuttleComponent.LinearThrusters[oldDirection].Contains(uid));
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oldShuttleComponent.LinearThrusters[oldDirection].Remove(uid);
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shuttleComponent.LinearThrust[direction] += component.Thrust;
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DebugTools.Assert(!shuttleComponent.LinearThrusters[direction].Contains(uid));
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shuttleComponent.LinearThrusters[direction].Add(uid);
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}
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}
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private void OnAnchorChange(EntityUid uid, ThrusterComponent component, ref AnchorStateChangedEvent args)
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{
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if (args.Anchored && CanEnable(uid, component))
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{
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EnableThruster(uid, component);
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}
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else
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{
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DisableThruster(uid, component);
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}
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}
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private void OnThrusterInit(EntityUid uid, ThrusterComponent component, ComponentInit args)
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{
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_ambient.SetAmbience(uid, false);
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if (!component.Enabled)
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{
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return;
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}
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if (CanEnable(uid, component))
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{
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EnableThruster(uid, component);
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}
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}
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private void OnMapInit(Entity<ThrusterComponent> ent, ref MapInitEvent args)
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{
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ent.Comp.NextFire = _timing.CurTime + ent.Comp.FireCooldown;
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}
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private void OnThrusterShutdown(EntityUid uid, ThrusterComponent component, ComponentShutdown args)
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{
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DisableThruster(uid, component);
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}
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private void OnPowerChange(EntityUid uid, ThrusterComponent component, ref PowerChangedEvent args)
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{
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if (args.Powered && CanEnable(uid, component))
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{
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EnableThruster(uid, component);
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}
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else
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{
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DisableThruster(uid, component);
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}
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}
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/// <summary>
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/// Tries to enable the thruster and turn it on. If it's already enabled it does nothing.
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/// </summary>
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public void EnableThruster(EntityUid uid, ThrusterComponent component, TransformComponent? xform = null)
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{
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if (component.IsOn ||
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!Resolve(uid, ref xform))
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{
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return;
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}
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component.IsOn = true;
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if (!TryComp(xform.GridUid, out ShuttleComponent? shuttleComponent))
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return;
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// Logger.DebugS("thruster", $"Enabled thruster {uid}");
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switch (component.Type)
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{
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case ThrusterType.Linear:
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var direction = (int)xform.LocalRotation.GetCardinalDir() / 2;
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shuttleComponent.LinearThrust[direction] += component.Thrust;
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DebugTools.Assert(!shuttleComponent.LinearThrusters[direction].Contains(uid));
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shuttleComponent.LinearThrusters[direction].Add(uid);
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// Don't just add / remove the fixture whenever the thruster fires because perf
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if (TryComp(uid, out PhysicsComponent? physicsComponent) &&
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component.BurnPoly.Count > 0)
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{
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var shape = new PolygonShape();
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shape.Set(component.BurnPoly);
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_fixtureSystem.TryCreateFixture(uid, shape, BurnFixture, hard: false, collisionLayer: (int)CollisionGroup.FullTileMask, body: physicsComponent);
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}
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break;
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case ThrusterType.Angular:
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shuttleComponent.AngularThrust += component.Thrust;
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DebugTools.Assert(!shuttleComponent.AngularThrusters.Contains(uid));
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shuttleComponent.AngularThrusters.Add(uid);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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if (TryComp(uid, out AppearanceComponent? appearance))
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{
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_appearance.SetData(uid, ThrusterVisualState.State, true, appearance);
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}
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if (_light.TryGetLight(uid, out var pointLightComponent))
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{
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_light.SetEnabled(uid, true, pointLightComponent);
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}
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_ambient.SetAmbience(uid, true);
|
|
RefreshCenter(uid, shuttleComponent);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Refreshes the center of thrust for movement calculations.
|
|
/// </summary>
|
|
private void RefreshCenter(EntityUid uid, ShuttleComponent shuttle)
|
|
{
|
|
// TODO: Only refresh relevant directions.
|
|
var center = Vector2.Zero;
|
|
var thrustQuery = GetEntityQuery<ThrusterComponent>();
|
|
var xformQuery = GetEntityQuery<TransformComponent>();
|
|
|
|
foreach (var dir in new[]
|
|
{ Direction.South, Direction.East, Direction.North, Direction.West })
|
|
{
|
|
var index = (int)dir / 2;
|
|
var pop = shuttle.LinearThrusters[index];
|
|
var totalThrust = 0f;
|
|
|
|
foreach (var ent in pop)
|
|
{
|
|
if (!thrustQuery.TryGetComponent(ent, out var thruster) || !xformQuery.TryGetComponent(ent, out var xform))
|
|
continue;
|
|
|
|
center += xform.LocalPosition * thruster.Thrust;
|
|
totalThrust += thruster.Thrust;
|
|
}
|
|
|
|
center /= pop.Count * totalThrust;
|
|
shuttle.CenterOfThrust[index] = center;
|
|
}
|
|
}
|
|
|
|
public void DisableThruster(EntityUid uid, ThrusterComponent component, TransformComponent? xform = null, Angle? angle = null)
|
|
{
|
|
if (!Resolve(uid, ref xform)) return;
|
|
DisableThruster(uid, component, xform.GridUid, xform);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to disable the thruster.
|
|
/// </summary>
|
|
public void DisableThruster(EntityUid uid, ThrusterComponent component, EntityUid? gridId, TransformComponent? xform = null, Angle? angle = null)
|
|
{
|
|
if (!component.IsOn ||
|
|
!Resolve(uid, ref xform))
|
|
{
|
|
return;
|
|
}
|
|
|
|
component.IsOn = false;
|
|
|
|
if (!TryComp(gridId, out ShuttleComponent? shuttleComponent))
|
|
return;
|
|
|
|
// Logger.DebugS("thruster", $"Disabled thruster {uid}");
|
|
|
|
switch (component.Type)
|
|
{
|
|
case ThrusterType.Linear:
|
|
angle ??= xform.LocalRotation;
|
|
var direction = (int)angle.Value.GetCardinalDir() / 2;
|
|
|
|
shuttleComponent.LinearThrust[direction] -= component.Thrust;
|
|
DebugTools.Assert(shuttleComponent.LinearThrusters[direction].Contains(uid));
|
|
shuttleComponent.LinearThrusters[direction].Remove(uid);
|
|
break;
|
|
case ThrusterType.Angular:
|
|
shuttleComponent.AngularThrust -= component.Thrust;
|
|
DebugTools.Assert(shuttleComponent.AngularThrusters.Contains(uid));
|
|
shuttleComponent.AngularThrusters.Remove(uid);
|
|
break;
|
|
default:
|
|
throw new ArgumentOutOfRangeException();
|
|
}
|
|
|
|
if (TryComp(uid, out AppearanceComponent? appearance))
|
|
{
|
|
_appearance.SetData(uid, ThrusterVisualState.State, false, appearance);
|
|
}
|
|
|
|
if (_light.TryGetLight(uid, out var pointLightComponent))
|
|
{
|
|
_light.SetEnabled(uid, false, pointLightComponent);
|
|
}
|
|
|
|
_ambient.SetAmbience(uid, false);
|
|
|
|
if (TryComp(uid, out PhysicsComponent? physicsComponent))
|
|
{
|
|
_fixtureSystem.DestroyFixture(uid, BurnFixture, body: physicsComponent);
|
|
}
|
|
|
|
component.Colliding.Clear();
|
|
RefreshCenter(uid, shuttleComponent);
|
|
}
|
|
|
|
public bool CanEnable(EntityUid uid, ThrusterComponent component)
|
|
{
|
|
if (!component.Enabled)
|
|
return false;
|
|
|
|
if (component.LifeStage > ComponentLifeStage.Running)
|
|
return false;
|
|
|
|
var xform = Transform(uid);
|
|
|
|
if (!xform.Anchored || !this.IsPowered(uid, EntityManager))
|
|
{
|
|
return false;
|
|
}
|
|
|
|
if (!component.RequireSpace)
|
|
return true;
|
|
|
|
return NozzleExposed(xform);
|
|
}
|
|
|
|
private bool NozzleExposed(TransformComponent xform)
|
|
{
|
|
if (xform.GridUid == null)
|
|
return true;
|
|
|
|
var (x, y) = xform.LocalPosition + xform.LocalRotation.Opposite().ToWorldVec();
|
|
var mapGrid = Comp<MapGridComponent>(xform.GridUid.Value);
|
|
var tile = _mapSystem.GetTileRef(xform.GridUid.Value, mapGrid, new Vector2i((int)Math.Floor(x), (int)Math.Floor(y)));
|
|
|
|
return _turf.IsSpace(tile);
|
|
}
|
|
|
|
#region Burning
|
|
|
|
public override void Update(float frameTime)
|
|
{
|
|
base.Update(frameTime);
|
|
|
|
var query = EntityQueryEnumerator<ThrusterComponent>();
|
|
var curTime = _timing.CurTime;
|
|
|
|
while (query.MoveNext(out var comp))
|
|
{
|
|
if (comp.NextFire > curTime)
|
|
continue;
|
|
|
|
comp.NextFire += comp.FireCooldown;
|
|
|
|
if (!comp.Firing || comp.Colliding.Count == 0 || comp.Damage == null)
|
|
continue;
|
|
|
|
foreach (var uid in comp.Colliding.ToArray())
|
|
{
|
|
_damageable.TryChangeDamage(uid, comp.Damage);
|
|
}
|
|
}
|
|
}
|
|
|
|
private void OnStartCollide(EntityUid uid, ThrusterComponent component, ref StartCollideEvent args)
|
|
{
|
|
if (args.OurFixtureId != BurnFixture)
|
|
return;
|
|
|
|
component.Colliding.Add(args.OtherEntity);
|
|
}
|
|
|
|
private void OnEndCollide(EntityUid uid, ThrusterComponent component, ref EndCollideEvent args)
|
|
{
|
|
if (args.OurFixtureId != BurnFixture)
|
|
return;
|
|
|
|
component.Colliding.Remove(args.OtherEntity);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Considers a thrust direction as being active.
|
|
/// </summary>
|
|
public void EnableLinearThrustDirection(ShuttleComponent component, DirectionFlag direction)
|
|
{
|
|
if ((component.ThrustDirections & direction) != 0x0)
|
|
return;
|
|
|
|
component.ThrustDirections |= direction;
|
|
|
|
var index = GetFlagIndex(direction);
|
|
var appearanceQuery = GetEntityQuery<AppearanceComponent>();
|
|
var thrusterQuery = GetEntityQuery<ThrusterComponent>();
|
|
|
|
foreach (var uid in component.LinearThrusters[index])
|
|
{
|
|
if (!thrusterQuery.TryGetComponent(uid, out var comp))
|
|
continue;
|
|
|
|
comp.Firing = true;
|
|
appearanceQuery.TryGetComponent(uid, out var appearance);
|
|
_appearance.SetData(uid, ThrusterVisualState.Thrusting, true, appearance);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Disables a thrust direction.
|
|
/// </summary>
|
|
public void DisableLinearThrustDirection(ShuttleComponent component, DirectionFlag direction)
|
|
{
|
|
if ((component.ThrustDirections & direction) == 0x0)
|
|
return;
|
|
|
|
component.ThrustDirections &= ~direction;
|
|
|
|
var index = GetFlagIndex(direction);
|
|
var appearanceQuery = GetEntityQuery<AppearanceComponent>();
|
|
var thrusterQuery = GetEntityQuery<ThrusterComponent>();
|
|
|
|
foreach (var uid in component.LinearThrusters[index])
|
|
{
|
|
if (!thrusterQuery.TryGetComponent(uid, out var comp))
|
|
continue;
|
|
|
|
appearanceQuery.TryGetComponent(uid, out var appearance);
|
|
comp.Firing = false;
|
|
_appearance.SetData(uid, ThrusterVisualState.Thrusting, false, appearance);
|
|
}
|
|
}
|
|
|
|
public void DisableLinearThrusters(ShuttleComponent component)
|
|
{
|
|
foreach (DirectionFlag dir in Enum.GetValues(typeof(DirectionFlag)))
|
|
{
|
|
DisableLinearThrustDirection(component, dir);
|
|
}
|
|
|
|
DebugTools.Assert(component.ThrustDirections == DirectionFlag.None);
|
|
}
|
|
|
|
public void SetAngularThrust(ShuttleComponent component, bool on)
|
|
{
|
|
var appearanceQuery = GetEntityQuery<AppearanceComponent>();
|
|
var thrusterQuery = GetEntityQuery<ThrusterComponent>();
|
|
|
|
if (on)
|
|
{
|
|
foreach (var uid in component.AngularThrusters)
|
|
{
|
|
if (!thrusterQuery.TryGetComponent(uid, out var comp))
|
|
continue;
|
|
|
|
appearanceQuery.TryGetComponent(uid, out var appearance);
|
|
comp.Firing = true;
|
|
_appearance.SetData(uid, ThrusterVisualState.Thrusting, true, appearance);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
foreach (var uid in component.AngularThrusters)
|
|
{
|
|
if (!thrusterQuery.TryGetComponent(uid, out var comp))
|
|
continue;
|
|
|
|
appearanceQuery.TryGetComponent(uid, out var appearance);
|
|
comp.Firing = false;
|
|
_appearance.SetData(uid, ThrusterVisualState.Thrusting, false, appearance);
|
|
}
|
|
}
|
|
}
|
|
|
|
#endregion
|
|
|
|
private int GetFlagIndex(DirectionFlag flag)
|
|
{
|
|
return (int)Math.Log2((int)flag);
|
|
}
|
|
}
|