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