Files
crystall-punk-14/Content.Server/_CP14/MagicEnergy/CP14MagicEnergySystem.Draw.cs
Ed 22bb0ae283 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>
2024-07-29 21:01:36 +03:00

95 lines
3.2 KiB
C#

using System.Numerics;
using Content.Server._CP14.MagicEnergy.Components;
using Content.Shared._CP14.MagicEnergy.Components;
namespace Content.Server._CP14.MagicEnergy;
public partial class CP14MagicEnergySystem
{
private void InitializeDraw()
{
SubscribeLocalEvent<CP14MagicEnergyDrawComponent, MapInitEvent>(OnDrawMapInit);
SubscribeLocalEvent<CP14RandomAuraNodeComponent, MapInitEvent>(OnRandomRangeMapInit);
}
private void OnRandomRangeMapInit(Entity<CP14RandomAuraNodeComponent> random, ref MapInitEvent args)
{
if (!TryComp<CP14AuraNodeComponent>(random, out var draw))
return;
draw.Energy = _random.NextFloat(random.Comp.MinDraw, random.Comp.MaxDraw);
draw.Range = _random.NextFloat(random.Comp.MinRange, random.Comp.MaxRange);
}
private void OnDrawMapInit(Entity<CP14MagicEnergyDrawComponent> ent, ref MapInitEvent args)
{
ent.Comp.NextUpdateTime = _gameTiming.CurTime + TimeSpan.FromSeconds(ent.Comp.Delay);
}
private void UpdateDraw(float frameTime)
{
UpdateEnergyContainer();
UpdateEnergyCrystalSlot();
UpdateEnergyRadiusDraw();
}
private void UpdateEnergyContainer()
{
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);
}
}
private void UpdateEnergyCrystalSlot()
{
var query = EntityQueryEnumerator<CP14MagicEnergyDrawComponent, CP14MagicEnergyCrystalSlotComponent>();
while (query.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);
}
}
private void UpdateEnergyRadiusDraw()
{
var query = EntityQueryEnumerator<CP14AuraNodeComponent>();
while (query.MoveNext(out var uid, out var draw))
{
if (!draw.Enable)
continue;
if (draw.NextUpdateTime >= _gameTiming.CurTime)
continue;
draw.NextUpdateTime = _gameTiming.CurTime + TimeSpan.FromSeconds(draw.Delay);
var containers = _lookup.GetEntitiesInRange<CP14MagicEnergyContainerComponent>(Transform(uid).Coordinates, draw.Range);
foreach (var container in containers)
{
var distance = Vector2.Distance(_transform.GetWorldPosition(uid), _transform.GetWorldPosition(container));
var energyDraw = draw.Energy * (1 - distance / draw.Range);
ChangeEnergy(container, container.Comp, energyDraw, true);
}
}
}
}