* portal frame * resprited sharpening stone * portal frame entity * darkness -> dimension magic type * thaumaturgy platforms, some refactor * magic energy refactor * Update AirlockPryingTest.cs * transfering tweaks * fixed magic manipulation
94 lines
3.2 KiB
C#
94 lines
3.2 KiB
C#
using Content.Server._CP14.MagicEnergy.Components;
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using Content.Shared._CP14.DayCycle;
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using Content.Shared._CP14.MagicEnergy.Components;
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using Content.Shared.Damage;
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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 CP14SharedDayCycleSystem _dayCycle = 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, 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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draw.NextUpdateTime = _gameTiming.CurTime + TimeSpan.FromSeconds(draw.Delay);
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ChangeEnergy(uid, draw.Energy, out _, out _, magicContainer, 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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draw.NextUpdateTime = _gameTiming.CurTime + TimeSpan.FromSeconds(draw.Delay);
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ChangeEnergy(uid, _dayCycle.TryDaylightThere(uid) ? draw.DaylightEnergy : draw.DarknessEnergy, out _, out _, magicContainer, 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, out var energyComp))
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continue;
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ChangeEnergy(energyEnt.Value, draw.Energy, out _, out _, energyComp, draw.Safe);
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}
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}
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}
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