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...
365 lines
17 KiB
C#
365 lines
17 KiB
C#
using Content.Server.Physics.Components;
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using Content.Server.Singularity.Components;
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using Content.Server.Singularity.Events;
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using Content.Shared.Singularity.Components;
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using Content.Shared.Singularity.EntitySystems;
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using Content.Shared.Singularity.Events;
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using Robust.Server.GameStates;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.GameStates;
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using Robust.Shared.Player;
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using Robust.Shared.Timing;
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namespace Content.Server.Singularity.EntitySystems;
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/// <summary>
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/// The server-side version of <see cref="SharedSingularitySystem"/>.
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/// Primarily responsible for managing <see cref="SingularityComponent"/>s.
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/// Handles their accumulation of energy upon consuming entities (see <see cref="EventHorizonComponent"/>) and gradual dissipation.
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/// Also handles synchronizing server-side components with the singuarities level.
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/// </summary>
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public sealed class SingularitySystem : SharedSingularitySystem
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{
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#region Dependencies
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly PvsOverrideSystem _pvs = default!;
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#endregion Dependencies
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/// <summary>
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/// The amount of energy singulos accumulate when they eat a tile.
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/// </summary>
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public const float BaseTileEnergy = 1f;
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/// <summary>
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/// The amount of energy singulos accumulate when they eat an entity.
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/// </summary>
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public const float BaseEntityEnergy = 1f;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SingularityDistortionComponent, ComponentStartup>(OnDistortionStartup);
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SubscribeLocalEvent<SingularityComponent, ComponentShutdown>(OnSingularityShutdown);
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SubscribeLocalEvent<SingularityComponent, EventHorizonConsumedEntityEvent>(OnConsumed);
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SubscribeLocalEvent<SinguloFoodComponent, EventHorizonConsumedEntityEvent>(OnConsumed);
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SubscribeLocalEvent<SingularityComponent, EntityConsumedByEventHorizonEvent>(OnConsumedEntity);
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SubscribeLocalEvent<SingularityComponent, TilesConsumedByEventHorizonEvent>(OnConsumedTiles);
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SubscribeLocalEvent<SingularityComponent, SingularityLevelChangedEvent>(UpdateEnergyDrain);
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SubscribeLocalEvent<SingularityComponent, ComponentGetState>(HandleSingularityState);
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// TODO: Figure out where all this coupling should be handled.
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SubscribeLocalEvent<RandomWalkComponent, SingularityLevelChangedEvent>(UpdateRandomWalk);
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SubscribeLocalEvent<GravityWellComponent, SingularityLevelChangedEvent>(UpdateGravityWell);
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var vvHandle = Vvm.GetTypeHandler<SingularityComponent>();
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vvHandle.AddPath(nameof(SingularityComponent.Energy), (_, comp) => comp.Energy, SetEnergy);
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vvHandle.AddPath(nameof(SingularityComponent.TargetUpdatePeriod), (_, comp) => comp.TargetUpdatePeriod, SetUpdatePeriod);
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}
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public override void Shutdown()
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{
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var vvHandle = Vvm.GetTypeHandler<SingularityComponent>();
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vvHandle.RemovePath(nameof(SingularityComponent.Energy));
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vvHandle.RemovePath(nameof(SingularityComponent.TargetUpdatePeriod));
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base.Shutdown();
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}
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/// <summary>
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/// Handles the gradual dissipation of all singularities.
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/// </summary>
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/// <param name="frameTime">The amount of time since the last set of updates.</param>
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public override void Update(float frameTime)
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{
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if(!_timing.IsFirstTimePredicted)
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return;
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var query = EntityQueryEnumerator<SingularityComponent>();
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while (query.MoveNext(out var uid, out var singularity))
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{
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var curTime = _timing.CurTime;
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if (singularity.NextUpdateTime <= curTime)
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Update(uid, curTime - singularity.LastUpdateTime, singularity);
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}
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}
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/// <summary>
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/// Handles the gradual energy loss and dissipation of singularity.
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/// </summary>
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/// <param name="uid">The uid of the singularity to update.</param>
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/// <param name="singularity">The state of the singularity to update.</param>
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public void Update(EntityUid uid, SingularityComponent? singularity = null)
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{
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if (Resolve(uid, ref singularity))
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Update(uid, _timing.CurTime - singularity.LastUpdateTime, singularity);
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}
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/// <summary>
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/// Handles the gradual energy loss and dissipation of a singularity.
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/// </summary>
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/// <param name="uid">The uid of the singularity to update.</param>
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/// <param name="frameTime">The amount of time that has elapsed since the last update.</param>
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/// <param name="singularity">The state of the singularity to update.</param>
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public void Update(EntityUid uid, TimeSpan frameTime, SingularityComponent? singularity = null)
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{
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if(!Resolve(uid, ref singularity))
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return;
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singularity.LastUpdateTime = _timing.CurTime;
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singularity.NextUpdateTime = singularity.LastUpdateTime + singularity.TargetUpdatePeriod;
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AdjustEnergy(uid, -singularity.EnergyDrain * (float)frameTime.TotalSeconds, singularity: singularity);
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}
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#region Getters/Setters
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/// <summary>
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/// Setter for <see cref="SingularityComponent.Energy"/>.
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/// Also updates the level of the singularity accordingly.
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/// </summary>
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/// <param name="uid">The uid of the singularity to set the energy of.</param>
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/// <param name="value">The amount of energy for the singularity to have.</param>
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/// <param name="singularity">The state of the singularity to set the energy of.</param>
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public void SetEnergy(EntityUid uid, float value, SingularityComponent? singularity = null)
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{
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if(!Resolve(uid, ref singularity))
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return;
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var oldValue = singularity.Energy;
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if (oldValue == value)
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return;
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singularity.Energy = value;
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SetLevel(uid, value switch
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{
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>= 2400 => 6,
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>= 1600 => 5,
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>= 900 => 4,
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>= 300 => 3,
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>= 200 => 2,
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> 0 => 1,
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_ => 0
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}, singularity);
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}
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/// <summary>
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/// Adjusts the amount of energy the singularity has accumulated.
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/// </summary>
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/// <param name="uid">The uid of the singularity to adjust the energy of.</param>
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/// <param name="delta">The amount to adjust the energy of the singuarity.</param>
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/// <param name="min">The minimum amount of energy for the singularity to be adjusted to.</param>
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/// <param name="max">The maximum amount of energy for the singularity to be adjusted to.</param>
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/// <param name="snapMin">Whether the amount of energy in the singularity should be forced to within the specified range if it already is below it.</param>
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/// <param name="snapMax">Whether the amount of energy in the singularity should be forced to within the specified range if it already is above it.</param>
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/// <param name="singularity">The state of the singularity to adjust the energy of.</param>
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public void AdjustEnergy(EntityUid uid, float delta, float min = float.MinValue, float max = float.MaxValue, bool snapMin = true, bool snapMax = true, SingularityComponent? singularity = null)
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{
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if(!Resolve(uid, ref singularity))
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return;
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var newValue = singularity.Energy + delta;
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if((!snapMin && newValue < min)
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|| (!snapMax && newValue > max))
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return;
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SetEnergy(uid, MathHelper.Clamp(newValue, min, max), singularity);
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}
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/// <summary>
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/// Setter for <see cref="SingularityComponent.TargetUpdatePeriod"/>.
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/// If the new target time implies that the singularity should have updated it does so immediately.
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/// </summary>
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/// <param name="uid">The uid of the singularity to set the update period for.</param>
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/// <param name="value">The new update period for the singularity.</param>
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/// <param name="singularity">The state of the singularity to set the update period for.</param>
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public void SetUpdatePeriod(EntityUid uid, TimeSpan value, SingularityComponent? singularity = null)
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{
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if(!Resolve(uid, ref singularity))
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return;
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if (MathHelper.CloseTo(singularity.TargetUpdatePeriod.TotalSeconds, value.TotalSeconds))
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return;
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singularity.TargetUpdatePeriod = value;
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singularity.NextUpdateTime = singularity.LastUpdateTime + singularity.TargetUpdatePeriod;
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var curTime = _timing.CurTime;
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if (singularity.NextUpdateTime <= curTime)
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Update(uid, curTime - singularity.LastUpdateTime, singularity);
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}
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#endregion Getters/Setters
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#region Event Handlers
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/// <summary>
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/// Handles playing the startup sounds when a singulo forms.
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/// Always sets up the ambient singularity rumble.
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/// The formation sound only plays if the singularity is being created.
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/// </summary>
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/// <param name="uid">The entity UID of the singularity that is forming.</param>
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/// <param name="comp">The component of the singularity that is forming.</param>
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/// <param name="args">The event arguments.</param>
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protected override void OnSingularityStartup(EntityUid uid, SingularityComponent comp, ComponentStartup args)
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{
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comp.LastUpdateTime = _timing.CurTime;
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comp.NextUpdateTime = comp.LastUpdateTime + comp.TargetUpdatePeriod;
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MetaDataComponent? metaData = null;
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if (Resolve(uid, ref metaData) && metaData.EntityLifeStage <= EntityLifeStage.Initializing)
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_audio.PlayPvs(comp.FormationSound, uid);
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comp.AmbientSoundStream = _audio.PlayPvs(comp.AmbientSound, uid)?.Entity;
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UpdateSingularityLevel(uid, comp);
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}
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/// <summary>
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/// Makes entities that have the singularity distortion visual warping always get their state shared with the client.
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/// This prevents some major popin with large distortion ranges.
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/// </summary>
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/// <param name="uid">The entity UID of the entity that is gaining the shader.</param>
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/// <param name="comp">The component of the shader that the entity is gaining.</param>
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/// <param name="args">The event arguments.</param>
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public void OnDistortionStartup(EntityUid uid, SingularityDistortionComponent comp, ComponentStartup args)
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{
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_pvs.AddGlobalOverride(GetNetEntity(uid));
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}
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/// <summary>
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/// Handles playing the shutdown sounds when a singulo dissipates.
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/// Always stops the ambient singularity rumble.
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/// The dissipations sound only plays if the singularity is being destroyed.
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/// </summary>
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/// <param name="uid">The entity UID of the singularity that is dissipating.</param>
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/// <param name="comp">The component of the singularity that is dissipating.</param>
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/// <param name="args">The event arguments.</param>
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public void OnSingularityShutdown(EntityUid uid, SingularityComponent comp, ComponentShutdown args)
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{
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comp.AmbientSoundStream = _audio.Stop(comp.AmbientSoundStream);
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MetaDataComponent? metaData = null;
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if (Resolve(uid, ref metaData) && metaData.EntityLifeStage >= EntityLifeStage.Terminating)
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{
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var xform = Transform(uid);
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var coordinates = xform.Coordinates;
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// I feel like IsValid should be checking this or something idk.
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if (!TerminatingOrDeleted(coordinates.EntityId))
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_audio.PlayPvs(comp.DissipationSound, coordinates);
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}
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}
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/// <summary>
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/// Handles wrapping the state of a singularity for server-client syncing.
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/// </summary>
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/// <param name="uid">The uid of the singularity that is being synced.</param>
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/// <param name="comp">The state of the singularity that is being synced.</param>
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/// <param name="args">The event arguments.</param>
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private void HandleSingularityState(EntityUid uid, SingularityComponent comp, ref ComponentGetState args)
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{
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args.State = new SingularityComponentState(comp);
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}
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/// <summary>
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/// Adds the energy of any entities that are consumed to the singularity that consumed them.
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/// </summary>
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/// <param name="uid">The entity UID of the singularity that is consuming the entity.</param>
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/// <param name="comp">The component of the singularity that is consuming the entity.</param>
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/// <param name="args">The event arguments.</param>
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public void OnConsumedEntity(EntityUid uid, SingularityComponent comp, ref EntityConsumedByEventHorizonEvent args)
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{
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AdjustEnergy(uid, BaseEntityEnergy, singularity: comp);
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}
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/// <summary>
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/// Adds the energy of any tiles that are consumed to the singularity that consumed them.
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/// </summary>
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/// <param name="uid">The entity UID of the singularity that is consuming the tiles.</param>
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/// <param name="comp">The component of the singularity that is consuming the tiles.</param>
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/// <param name="args">The event arguments.</param>
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public void OnConsumedTiles(EntityUid uid, SingularityComponent comp, ref TilesConsumedByEventHorizonEvent args)
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{
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AdjustEnergy(uid, args.Tiles.Count * BaseTileEnergy, singularity: comp);
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}
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/// <summary>
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/// Adds the energy of this singularity to singularities that consume it.
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/// </summary>
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/// <param name="uid">The entity UID of the singularity that is being consumed.</param>
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/// <param name="comp">The component of the singularity that is being consumed.</param>
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/// <param name="args">The event arguments.</param>
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private void OnConsumed(EntityUid uid, SingularityComponent comp, ref EventHorizonConsumedEntityEvent args)
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{
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// Should be slightly more efficient than checking literally everything we consume for a singularity component and doing the reverse.
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if (TryComp<SingularityComponent>(args.EventHorizonUid, out var singulo))
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{
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AdjustEnergy(args.EventHorizonUid, comp.Energy, singularity: singulo);
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SetEnergy(uid, 0.0f, comp);
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|
}
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|
}
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|
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/// <summary>
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|
/// Adds some bonus energy from any singularity food to the singularity that consumes it.
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/// </summary>
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/// <param name="uid">The entity UID of the singularity food that is being consumed.</param>
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|
/// <param name="comp">The component of the singularity food that is being consumed.</param>
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|
/// <param name="args">The event arguments.</param>
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|
public void OnConsumed(EntityUid uid, SinguloFoodComponent comp, ref EventHorizonConsumedEntityEvent args)
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|
{
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|
if (TryComp<SingularityComponent>(args.EventHorizonUid, out var singulo))
|
|
{
|
|
// Calculate the percentage change (positive or negative)
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|
var percentageChange = singulo.Energy * (comp.EnergyFactor - 1f);
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|
// Apply both the flat and percentage changes
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|
AdjustEnergy(args.EventHorizonUid, comp.Energy + percentageChange, singularity: singulo);
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|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the rate at which the singularities energy drains at when its level changes.
|
|
/// </summary>
|
|
/// <param name="uid">The entity UID of the singularity that changed in level.</param>
|
|
/// <param name="comp">The component of the singularity that changed in level.</param>
|
|
/// <param name="args">The event arguments.</param>
|
|
public void UpdateEnergyDrain(EntityUid uid, SingularityComponent comp, SingularityLevelChangedEvent args)
|
|
{
|
|
comp.EnergyDrain = args.NewValue switch
|
|
{
|
|
6 => 20,
|
|
5 => 15,
|
|
4 => 12,
|
|
3 => 8,
|
|
2 => 2,
|
|
1 => 1,
|
|
_ => 0
|
|
};
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the possible speeds of the singulos random walk when the singularities level changes.
|
|
/// </summary>
|
|
/// <param name="uid">The entity UID of the singularity.</param>
|
|
/// <param name="comp">The random walk component component sharing the entity with the singulo component.</param>
|
|
/// <param name="args">The event arguments.</param>
|
|
private void UpdateRandomWalk(EntityUid uid, RandomWalkComponent comp, SingularityLevelChangedEvent args)
|
|
{
|
|
var scale = MathF.Max(args.NewValue, 4);
|
|
comp.MinSpeed = 7.5f / scale;
|
|
comp.MaxSpeed = 10f / scale;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Updates the size and strength of the singularities gravity well when the singularities level changes.
|
|
/// </summary>
|
|
/// <param name="uid">The entity UID of the singularity.</param>
|
|
/// <param name="comp">The gravity well component sharing the entity with the singulo component.</param>
|
|
/// <param name="args">The event arguments.</param>
|
|
private void UpdateGravityWell(EntityUid uid, GravityWellComponent comp, SingularityLevelChangedEvent args)
|
|
{
|
|
var singulos = args.Singularity;
|
|
comp.MaxRange = GravPulseRange(singulos);
|
|
(comp.BaseRadialAcceleration, comp.BaseTangentialAcceleration) = GravPulseAcceleration(singulos);
|
|
}
|
|
|
|
#endregion Event Handlers
|
|
}
|