79 lines
2.8 KiB
C#
79 lines
2.8 KiB
C#
using Content.Server.Anomaly.Components;
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using Content.Server.Power.EntitySystems;
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using Content.Shared.Anomaly.Components;
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using Content.Shared.Power;
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using Content.Shared.Psionics.Glimmer;
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namespace Content.Server.Psionics.Glimmer;
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/// <summary>
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/// Handles structures which add/subtract glimmer.
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/// </summary>
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public sealed class GlimmerStructuresSystem : EntitySystem
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{
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[Dependency] private readonly PowerReceiverSystem _powerReceiverSystem = default!;
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[Dependency] private readonly GlimmerSystem _glimmerSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<AnomalyVesselComponent, PowerChangedEvent>(OnAnomalyVesselPowerChanged);
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SubscribeLocalEvent<GlimmerSourceComponent, AnomalyPulseEvent>(OnAnomalyPulse);
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SubscribeLocalEvent<GlimmerSourceComponent, AnomalySupercriticalEvent>(OnAnomalySupercritical);
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}
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private void OnAnomalyVesselPowerChanged(EntityUid uid, AnomalyVesselComponent component, ref PowerChangedEvent args)
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{
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if (TryComp<GlimmerSourceComponent>(component.Anomaly, out var glimmerSource))
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glimmerSource.Active = args.Powered;
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}
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private void OnAnomalyPulse(EntityUid uid, GlimmerSourceComponent component, ref AnomalyPulseEvent args)
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{
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// Anomalies are meant to have GlimmerSource on them with the
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// active flag set to false, as they will be set to actively
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// generate glimmer when scanned to an anomaly vessel for
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// harvesting research points.
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//
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// It is not a bug that glimmer increases on pulse or
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// supercritical with an inactive glimmer source.
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//
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// However, this will need to be reworked if a distinction
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// needs to be made in the future. I suggest a GlimmerAnomaly
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// component.
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if (TryComp<AnomalyComponent>(uid, out var anomaly))
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_glimmerSystem.Glimmer += (int) (5f * anomaly.Severity);
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}
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private void OnAnomalySupercritical(EntityUid uid, GlimmerSourceComponent component, ref AnomalySupercriticalEvent args)
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{
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_glimmerSystem.Glimmer += 100;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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foreach (var source in EntityQuery<GlimmerSourceComponent>())
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{
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if (!_powerReceiverSystem.IsPowered(source.Owner))
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continue;
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if (!source.Active)
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continue;
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source.Accumulator += frameTime;
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if (source.Accumulator > source.SecondsPerGlimmer)
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{
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source.Accumulator -= source.SecondsPerGlimmer;
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if (source.AddToGlimmer)
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{
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_glimmerSystem.Glimmer++;
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}
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else
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{
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_glimmerSystem.Glimmer--;
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}
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}
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}
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}
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}
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