* init magic container system * charging and discharging * add energy regenerator * thaumaturgy glasses, scanning energy * add energy quartz prorotypes and sprites * light power controller * commit special for _des * simple normalizer crystal slot * YEEEEEEE BOIII, examined crystalls inside things * кристал теперь видно, когда он вставлен в стабилизатор * TryUseCharge приборами * hello deserty, how are you doing? * rename regenerator to EnergyDraw, allow draw from slot * normalizer жрет magic energy файналли * Update normalizer.yml * visual polishing * Update crystal.yml
153 lines
5.4 KiB
C#
153 lines
5.4 KiB
C#
using Content.Server._CP14.MagicEnergy.Components;
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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.FixedPoint;
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using Content.Shared.Inventory;
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using Robust.Server.GameObjects;
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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 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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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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}
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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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}
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public bool TryConsumeEnergy(EntityUid uid, FixedPoint2 energy, CP14MagicEnergyContainerComponent? component = null, bool safe = false)
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{
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if (!Resolve(uid, ref component))
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return false;
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if (energy <= 0)
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return true;
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// Attempting to absorb more energy than is contained in the carrier will still waste all the energy
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if (component.Energy < energy)
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{
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ChangeEnergy(uid, component, -component.Energy);
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return false;
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}
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ChangeEnergy(uid, component, -energy, safe);
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return true;
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}
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public void ChangeEnergy(EntityUid uid, CP14MagicEnergyContainerComponent component, FixedPoint2 energy, bool safe = false)
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{
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if (!safe)
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{
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//Overload
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if (component.Energy + energy > component.MaxEnergy)
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{
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RaiseLocalEvent(uid, new CP14MagicEnergyOverloadEvent()
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{
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OverloadEnergy = (component.Energy + energy) - component.MaxEnergy,
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});
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}
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//Burn out
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if (component.Energy + energy < 0)
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{
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RaiseLocalEvent(uid, new CP14MagicEnergyBurnOutEvent()
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{
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BurnOutEnergy = -energy - component.Energy
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});
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}
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}
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var oldEnergy = component.Energy;
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var newEnergy = Math.Clamp((float)component.Energy + (float)energy, 0, (float)component.MaxEnergy);
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component.Energy = newEnergy;
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if (oldEnergy != newEnergy)
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{
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RaiseLocalEvent(uid, new CP14MagicEnergyLevelChangeEvent()
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{
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OldValue = component.Energy,
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NewValue = newEnergy,
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MaxValue = component.MaxEnergy,
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});
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}
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}
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}
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