Files
Delta-v/Content.Server/Singularity/EntitySystems/SingularityGeneratorSystem.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

194 lines
7.6 KiB
C#

using Content.Server.ParticleAccelerator.Components;
using Content.Shared.Popups;
using Content.Shared.Singularity.Components;
using Content.Shared.Singularity.EntitySystems;
using Robust.Server.GameObjects;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Events;
using Robust.Shared.Timing;
namespace Content.Server.Singularity.EntitySystems;
public sealed class SingularityGeneratorSystem : SharedSingularityGeneratorSystem
{
#region Dependencies
[Dependency] private readonly IViewVariablesManager _vvm = default!;
[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
[Dependency] private readonly PhysicsSystem _physics = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly MetaDataSystem _metadata = default!;
#endregion Dependencies
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ParticleProjectileComponent, StartCollideEvent>(HandleParticleCollide);
var vvHandle = _vvm.GetTypeHandler<SingularityGeneratorComponent>();
vvHandle.AddPath(nameof(SingularityGeneratorComponent.Power), (_, comp) => comp.Power, SetPower);
vvHandle.AddPath(nameof(SingularityGeneratorComponent.Threshold), (_, comp) => comp.Threshold, SetThreshold);
}
public override void Shutdown()
{
var vvHandle = _vvm.GetTypeHandler<SingularityGeneratorComponent>();
vvHandle.RemovePath(nameof(SingularityGeneratorComponent.Power));
vvHandle.RemovePath(nameof(SingularityGeneratorComponent.Threshold));
base.Shutdown();
}
/// <summary>
/// Handles what happens when a singularity generator passes its power threshold.
/// Default behavior is to reset the singularities power level and spawn a singularity.
/// </summary>
/// <param name="uid">The uid of the singularity generator.</param>
/// <param name="comp">The state of the singularity generator.</param>
private void OnPassThreshold(EntityUid uid, SingularityGeneratorComponent? comp)
{
if (!Resolve(uid, ref comp))
return;
SetPower(uid, 0, comp);
Spawn(comp.SpawnPrototype, Transform(uid).Coordinates);
}
#region Getters/Setters
/// <summary>
/// Setter for <see cref="SingularityGeneratorComponent.Power"/>
/// If the singularity generator passes its threshold it also spawns a singularity.
/// </summary>
/// <param name="comp">The singularity generator component.</param>
/// <param name="value">The new power level for the generator component to have.</param>
public void SetPower(EntityUid uid, float value, SingularityGeneratorComponent? comp = null)
{
if (!Resolve(uid, ref comp))
return;
var oldValue = comp.Power;
if (value == oldValue)
return;
comp.Power = value;
if (comp.Power >= comp.Threshold && oldValue < comp.Threshold)
OnPassThreshold(uid, comp);
}
/// <summary>
/// Setter for <see cref="SingularityGeneratorComponent.Threshold"/>
/// If the singularity generator has passed its new threshold it also spawns a singularity.
/// </summary>
/// <param name="comp">The singularity generator component.</param>
/// <param name="value">The new threshold power level for the generator component to have.</param>
public void SetThreshold(EntityUid uid, float value, SingularityGeneratorComponent? comp = null)
{
if (!Resolve(uid, ref comp))
return;
var oldValue = comp.Threshold;
if (value == comp.Threshold)
return;
comp.Power = value;
if (comp.Power >= comp.Threshold && comp.Power < oldValue)
OnPassThreshold(uid, comp);
}
#endregion Getters/Setters
#region Event Handlers
/// <summary>
/// Handles PA Particles colliding with a singularity generator.
/// Adds the power from the particles to the generator.
/// TODO: Desnowflake this.
/// </summary>
/// <param name="uid">The uid of the PA particles have collided with.</param>
/// <param name="component">The state of the PA particles.</param>
/// <param name="args">The state of the beginning of the collision.</param>
private void HandleParticleCollide(EntityUid uid, ParticleProjectileComponent component, ref StartCollideEvent args)
{
if (!TryComp<SingularityGeneratorComponent>(args.OtherEntity, out var generatorComp))
return;
if (_timing.CurTime < _metadata.GetPauseTime(uid) + generatorComp.NextFailsafe && !generatorComp.FailsafeDisabled)
{
QueueDel(uid);
return;
}
var contained = true;
if (!generatorComp.FailsafeDisabled)
{
var transform = Transform(args.OtherEntity);
var directions = Enum.GetValues<Direction>().Length;
for (var i = 0; i < directions - 1; i += 2) // Skip every other direction, checking only cardinals
{
if (!CheckContainmentField((Direction)i, new Entity<SingularityGeneratorComponent>(args.OtherEntity, generatorComp), transform))
contained = false;
}
}
if (!contained && !generatorComp.FailsafeDisabled)
{
generatorComp.NextFailsafe = _timing.CurTime + generatorComp.FailsafeCooldown;
PopupSystem.PopupEntity(Loc.GetString("comp-generator-failsafe", ("target", args.OtherEntity)), args.OtherEntity, PopupType.LargeCaution);
}
else
{
SetPower(
args.OtherEntity,
generatorComp.Power + component.State switch
{
ParticleAcceleratorPowerState.Standby => 0,
ParticleAcceleratorPowerState.Level0 => 1,
ParticleAcceleratorPowerState.Level1 => 2,
ParticleAcceleratorPowerState.Level2 => 4,
ParticleAcceleratorPowerState.Level3 => 8,
_ => 0
},
generatorComp
);
}
QueueDel(uid);
}
#endregion Event Handlers
/// <summary>
/// Checks whether there's a containment field in a given direction away from the generator
/// </summary>
/// <param name="transform">The transform component of the singularity generator.</param>
/// <remarks>Mostly copied from <see cref="ContainmentFieldGeneratorSystem"/> </remarks>
private bool CheckContainmentField(Direction dir, Entity<SingularityGeneratorComponent> generator, TransformComponent transform)
{
var component = generator.Comp;
var (worldPosition, worldRotation) = _transformSystem.GetWorldPositionRotation(transform);
var dirRad = dir.ToAngle() + worldRotation;
var ray = new CollisionRay(worldPosition, dirRad.ToVec(), component.CollisionMask);
var rayCastResults = _physics.IntersectRay(transform.MapID, ray, component.FailsafeDistance, generator, false);
var genQuery = GetEntityQuery<ContainmentFieldComponent>();
RayCastResults? closestResult = null;
foreach (var result in rayCastResults)
{
if (genQuery.HasComponent(result.HitEntity))
closestResult = result;
break;
}
if (closestResult == null)
return false;
var ent = closestResult.Value.HitEntity;
// Check that the field can't be moved. The fields' transform parenting is weird, so skip that
return TryComp<PhysicsComponent>(ent, out var collidableComponent) && collidableComponent.BodyType == BodyType.Static;
}
}