mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 08:07:28 +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...
194 lines
7.6 KiB
C#
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;
|
|
}
|
|
}
|