* torches add, wallmount crystals deletion * cotton * Update buy.yml * craftis * delete elemental quartz * energy crystal resprite and rewamp * fix * Update misc.yml * а * delete rituals * riat * Update migration.yml * Delete CP14ClientRitualSystem.cs * Update statues.yml * fix * Update wallmount_lamp.yml * fix
113 lines
3.9 KiB
C#
113 lines
3.9 KiB
C#
using Content.Server._CP14.MagicEnergy.Components;
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using Content.Shared._CP14.MagicEnergy.Components;
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using Content.Shared.Damage;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Robust.Shared.Map.Components;
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namespace Content.Server._CP14.MagicEnergy;
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public partial class CP14MagicEnergySystem
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{
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[Dependency] private readonly MobStateSystem _mobState = default!;
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private void InitializeDraw()
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{
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SubscribeLocalEvent<CP14MagicEnergyDrawComponent, MapInitEvent>(OnDrawMapInit);
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SubscribeLocalEvent<CP14MagicEnergyFromDamageComponent, DamageChangedEvent>(OnDamageChanged);
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}
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private void OnDamageChanged(Entity<CP14MagicEnergyFromDamageComponent> ent, ref DamageChangedEvent args)
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{
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if (args.DamageDelta is null || !args.DamageIncreased)
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return;
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foreach (var dict in args.DamageDelta.DamageDict)
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{
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if (dict.Value <= 0)
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continue;
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if (!ent.Comp.Damage.TryGetValue(dict.Key, out var modifier))
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continue;
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ChangeEnergy(ent.Owner, modifier * dict.Value, out _, out _, safe: true);
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}
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}
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private void OnDrawMapInit(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 UpdateDraw(float frameTime)
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{
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UpdateEnergyContainer();
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UpdateEnergyCrystalSlot();
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}
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private void UpdateEnergyContainer()
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{
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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.Enable)
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continue;
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if (draw.NextUpdateTime >= _gameTiming.CurTime)
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continue;
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if (TryComp<MobStateComponent>(uid, out var mobState) && !_mobState.IsAlive(uid, mobState))
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continue;
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draw.NextUpdateTime += TimeSpan.FromSeconds(draw.Delay);
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ChangeEnergy((uid, magicContainer), draw.Energy, out _, out _, draw.Safe);
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}
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var query2 = EntityQueryEnumerator<CP14MagicEnergyPhotosynthesisComponent, CP14MagicEnergyContainerComponent>();
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while (query2.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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if (TryComp<MobStateComponent>(uid, out var mobState) && !_mobState.IsAlive(uid, mobState))
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continue;
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draw.NextUpdateTime = _gameTiming.CurTime + TimeSpan.FromSeconds(draw.Delay);
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var daylight = false;
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//if (TryComp<MapLightComponent>(Transform(uid).MapUid, out var mapLight))
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//{
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// var color = mapLight.AmbientLightColor;
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// var medium = (color.R + color.G + color.B) / 3f;
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//
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// if (medium > draw.LightThreshold)
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// daylight = true;
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//}
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ChangeEnergy((uid, magicContainer), daylight ? draw.DaylightEnergy : draw.DarknessEnergy, out _, out _, true);
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}
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}
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private void UpdateEnergyCrystalSlot()
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{
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var query = EntityQueryEnumerator<CP14MagicEnergyDrawComponent, CP14MagicEnergyCrystalSlotComponent>();
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while (query.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))
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continue;
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ChangeEnergy((energyEnt.Value, energyEnt.Value), draw.Energy, out _, out _, draw.Safe);
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}
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}
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}
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