Energy pilons WIP (#326)

* split partial magic system

* add debug sprited pilons

* some energy pilons interactions

* Update CP14MagicEnergySystem.Relay.cs

* spupers (#322)

* spupers

* meta

* aura nodes + aura scanners

* scanner sprites

* maid dress

* reverse pilon logic

* relay delete, code clean up

* delete content

* Update basic.yml

* Update shirt.yml

* Update crystal.yml

---------

Co-authored-by: Jaraten <116667537+Jaraten@users.noreply.github.com>
This commit is contained in:
Ed
2024-07-29 21:01:36 +03:00
committed by GitHub
parent c69cb0320e
commit 22bb0ae283
53 changed files with 600 additions and 132 deletions

View File

@@ -1,93 +1,29 @@
using Content.Server._CP14.MagicEnergy.Components;
using Content.Server.Popups;
using Content.Shared._CP14.MagicEnergy;
using Content.Shared._CP14.MagicEnergy.Components;
using Content.Shared.Examine;
using Content.Shared.Inventory;
using Robust.Server.GameObjects;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Server._CP14.MagicEnergy;
public sealed partial class CP14MagicEnergySystem : SharedCP14MagicEnergySystem
{
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly PointLightSystem _light = default!;
[Dependency] private readonly CP14MagicEnergyCrystalSlotSystem _magicSlot = default!;
[Dependency] private readonly EntityLookupSystem _lookup = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly PopupSystem _popup = default!;
public override void Initialize()
{
SubscribeLocalEvent<CP14MagicEnergyDrawComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<CP14MagicEnergyPointLightControllerComponent, CP14MagicEnergyLevelChangeEvent>(OnEnergyChange);
SubscribeLocalEvent<CP14MagicEnergyExaminableComponent, ExaminedEvent>(OnExamined);
SubscribeLocalEvent<CP14MagicEnergyScannerComponent, CP14MagicEnergyScanEvent>(OnMagicScanAttempt);
SubscribeLocalEvent<CP14MagicEnergyScannerComponent, InventoryRelayedEvent<CP14MagicEnergyScanEvent>>((e, c, ev) => OnMagicScanAttempt(e, c, ev.Args));
}
private void OnEnergyChange(Entity<CP14MagicEnergyPointLightControllerComponent> ent, ref CP14MagicEnergyLevelChangeEvent args)
{
if (!TryComp<PointLightComponent>(ent, out var light))
return;
var lightEnergy = MathHelper.Lerp(ent.Comp.MinEnergy, ent.Comp.MaxEnergy, (float)(args.NewValue / args.MaxValue));
_light.SetEnergy(ent, lightEnergy, light);
}
private void OnMapInit(Entity<CP14MagicEnergyDrawComponent> ent, ref MapInitEvent args)
{
ent.Comp.NextUpdateTime = _gameTiming.CurTime + TimeSpan.FromSeconds(ent.Comp.Delay);
}
private void OnMagicScanAttempt(EntityUid uid, CP14MagicEnergyScannerComponent component, CP14MagicEnergyScanEvent args)
{
args.CanScan = true;
}
private void OnExamined(Entity<CP14MagicEnergyExaminableComponent> ent, ref ExaminedEvent args)
{
if (!TryComp<CP14MagicEnergyContainerComponent>(ent, out var magicContainer))
return;
var scanEvent = new CP14MagicEnergyScanEvent();
RaiseLocalEvent(args.Examiner, scanEvent);
if (!scanEvent.CanScan)
return;
args.PushMarkup(GetEnergyExaminedText(ent, magicContainer));
InitializeDraw();
InitializeScanner();
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator<CP14MagicEnergyDrawComponent, CP14MagicEnergyContainerComponent>();
while (query.MoveNext(out var uid, out var draw, out var magicContainer))
{
if (draw.NextUpdateTime >= _gameTiming.CurTime)
continue;
draw.NextUpdateTime = _gameTiming.CurTime + TimeSpan.FromSeconds(draw.Delay);
ChangeEnergy(uid, magicContainer, draw.Energy, safe: draw.Safe);
}
var query2 = EntityQueryEnumerator<CP14MagicEnergyDrawComponent, CP14MagicEnergyCrystalSlotComponent>();
while (query2.MoveNext(out var uid, out var draw, out var slot))
{
if (!draw.Enable)
continue;
if (draw.NextUpdateTime >= _gameTiming.CurTime)
continue;
draw.NextUpdateTime = _gameTiming.CurTime + TimeSpan.FromSeconds(draw.Delay);
if (!_magicSlot.TryGetEnergyCrystalFromSlot(uid, out var energyEnt, out var energyComp))
continue;
ChangeEnergy(energyEnt.Value, energyComp, draw.Energy, draw.Safe);
}
UpdateDraw(frameTime);
}
}