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* Automatic changelog update * Make NPC names proper nouns & fix some genders (#20534) * Proper names & genders * Uppercase proper names * Make Smile female * fix bingus wrinkly head (#20531) * rouny meat and steak (#20526) * lost friendship flavor * add rouny steak * rouny special meat * rouny meat textures --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311) * Explosive wet floor sign & janitorial suicide vest * fix attributions * Remove name & desc from explosive wet floor sign * Make wet floor sign chameleonable * Automatic changelog update * Minor slippery stuff (#20535) * Update submodule to 162.2.0 (#20570) * Predicted armor (#20560) * clean up some lines in smile the slime prototype (#20552) * Revert "Use full file path for temp replays (#19002)" (#20545) * Add EyesGlasses into ClothesMate (#20523) * Automatic changelog update * Fix Punpun crew monitor sensor (#20484) * Automatic changelog update * EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394) Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Make arcades hackable again (#20555) * Automatic changelog update * Health alert tweaks (#20557) * Automatic changelog update * Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564) * Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent * Nukeops todo and cleanup * Remove Active field * Add EndedGameRuleComponent * bartender suit (#20521) * give me a drink bartender * guh * aARG * Necropolis and mine walls (#20578) * Automatic changelog update * archaic accent tweaks (#20567) * Automatic changelog update * Add confirmation to kick and respawn in the admin player actions panel (#20542) * Remove windows-latest CI runs, remove unused build-test-release.yml (#20540) * Change .editorconfig to keep existing attribute arrangement (#20538) * Automatic changelog update * Catch replay start and end errors on round restarts (#20565) * Update trivial components to use auto comp states (#20539) * Fix role unbans not applying in real time (#20547) * Disable AHelp buttons when no player is selected, update button styling (#20568) * Automatic changelog update * Added a toggle fullscreen button (default F11) (#20272) * Added a toggle fullscreen button (default F11) * Removed un-needed comments * Review Requested Changes * Fixed Acidental Spacing Change * bwoink, removed extraneous code * nothing, litterally * Automatic changelog update * Fix not networking markings (#20588) * Automatic changelog update * Update RobustToolbox to v162.2.1 (#20590) * Automatic changelog update * Glorfcode (force say on damage/stun/crit) (#20562) * Automatic changelog update * Fix AHelp progressively showing more AHelp panels (#20591) * Automatic changelog update * caninsert entitystorage tweaks (#20589) * Automatic changelog update * Fix mapping actions crashing on load (#20592) * Fix loading a map with a ThirstComponent crashing the game (#20594) * Fix electrocution displaying real name of disguised players (#20603) * Organ fixes (#20488) * Automatic changelog update * Kettle medical rework (#20435) * Initial try at medical rework for kettle * Re-add decal decorations to Kettle's medical * Add more lockers to kettle's med * Actually upload kettle's map, not its proto * Automatic changelog update * Added blocked visuals to volumetric pump (#20610) * Automatic changelog update * Move TimedDespawn to engine (#20515) * Update submodule to 163.0.0 (#20616) * Remove v0.1 version number from local main menu screen (#20617) * Remove cloneData parameter from AutoNetworkedField (#20596) * Update submodule to 164.0.0 (#20618) * fix cognizine ghost role (#20632) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Move ID layer one pixel to correct alignment (#20630) * Update nukie hardsuit descriptions (#20529) * Make holofans destructable (#20445) * Automatic changelog update * bowl is open (#20453) Co-authored-by: deltanedas <@deltanedas:kde.org> * Add TestPair.WaitCommand() (#20615) * Rename ThreatPrototype and mark fields as required (#20611) * Adjust hard bomb shape (#20608) * dragon refactor, objectives and use GenericAntag (#20201) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Added generic empty liquids tank (#20563) * Move view variables verb to the top of the list with no category and localize it (#20546) * saltern update (#20325) Co-authored-by: deltanedas <@deltanedas:kde.org> * Fix followers leaking (#20643) * Add Winter Boots (#20622) * add * fix prototype * Add QM mantle (#20621) * add * fix prototype * Automatic changelog update * Slime mobs breathe nitrogen and resprite their organs (#20577) * Slimes breathe nitrogen and resprite their organs * ups * mmm * Automatic changelog update * Fix the new lizard horn's consistency + issue (#20620) * fix * add * Revert "add" This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711. * Add RandomHumanoidAppearance component to for space ninjas (#20605) * Automatic changelog update * Space cat breathes space (#20550) * Space cat breathes space Made Space Cat lungs ROBUST * Made Space Cat's lungs ROBUST 2.0 * Automatic changelog update * Wide anomaly locator (#20581) * Add files via upload * Add files via upload * Add files via upload * Add files via upload * add textures * fix encoding * fix 2 * Automatic changelog update * Fixed Telescopic Shield Lighting (#20650) * Fixed Telescopic Shield Lighting Bug fix #20199 * no need for these at all --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Add a special hardsuit for nukie medic (#20471) * Automatic changelog update * Carry over other mutations when doing species mutation (#20551) * Automatic changelog update * Add Spanish accent to poncho and sombrero (#20377) --------- Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com> Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com> Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com> Co-authored-by: Miro Kavaliou <miraslauk@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com> Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Kevin Zheng <kevinz5000@gmail.com> Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com> Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
271 lines
9.2 KiB
C#
271 lines
9.2 KiB
C#
using System.Numerics;
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using Content.Shared.Damage;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Anomaly.Components;
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/// <summary>
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/// This is used for tracking the general behavior of anomalies.
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/// This doesn't contain the specific implementations for what
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/// they do, just the generic behaviors associated with them.
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///
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/// Anomalies and their related components were designed here: https://hackmd.io/@ss14-design/r1sQbkJOs
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/// </summary>
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(SharedAnomalySystem))]
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public sealed partial class AnomalyComponent : Component
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{
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/// <summary>
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/// How likely an anomaly is to grow more dangerous. Moves both up and down.
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/// Ranges from 0 to 1.
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/// Values less than 0.5 indicate stability, whereas values greater
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/// than 0.5 indicate instability, which causes increases in severity.
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/// </summary>
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/// <remarks>
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/// Note that this doesn't refer to stability as a percentage: This is an arbitrary
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/// value that only matters in relation to the <see cref="GrowthThreshold"/> and <see cref="DecayThreshold"/>
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public float Stability = 0f;
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/// <summary>
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/// How severe the effects of an anomaly are. Moves only upwards.
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/// Ranges from 0 to 1.
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/// A value of 0 indicates effects of extrememly minimal severity, whereas greater
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/// values indicate effects of linearly increasing severity.
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/// </summary>
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/// <remarks>
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/// Wacky-Stability scale lives on in my heart. - emo
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public float Severity = 0f;
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#region Health
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/// <summary>
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/// The internal "health" of an anomaly.
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/// Ranges from 0 to 1.
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/// When the health of an anomaly reaches 0, it is destroyed without ever
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/// reaching a supercritical point.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public float Health = 1f;
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/// <summary>
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/// If the <see cref="Stability"/> of the anomaly exceeds this value, it
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/// becomes too unstable to support itself and starts decreasing in <see cref="Health"/>.
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/// </summary>
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[DataField("decayhreshold"), ViewVariables(VVAccess.ReadWrite)]
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public float DecayThreshold = 0.15f;
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/// <summary>
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/// The amount of health lost when the stability is below the <see cref="DecayThreshold"/>
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/// </summary>
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[DataField("healthChangePerSecond"), ViewVariables(VVAccess.ReadWrite)]
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public float HealthChangePerSecond = -0.01f;
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#endregion
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#region Growth
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/// <summary>
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/// If the <see cref="Stability"/> of the anomaly exceeds this value, it
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/// becomes unstable and starts increasing in <see cref="Severity"/>.
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/// </summary>
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[DataField("growthThreshold"), ViewVariables(VVAccess.ReadWrite)]
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public float GrowthThreshold = 0.5f;
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/// <summary>
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/// A coefficient used for calculating the increase in severity when above the GrowthThreshold
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/// </summary>
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[DataField("severityGrowthCoefficient"), ViewVariables(VVAccess.ReadWrite)]
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public float SeverityGrowthCoefficient = 0.07f;
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#endregion
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#region Pulse
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/// <summary>
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/// The time at which the next artifact pulse will occur.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField]
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan NextPulseTime = TimeSpan.Zero;
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/// <summary>
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/// The minimum interval between pulses.
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/// </summary>
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[DataField]
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public TimeSpan MinPulseLength = TimeSpan.FromMinutes(1);
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/// <summary>
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/// The maximum interval between pulses.
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/// </summary>
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[DataField]
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public TimeSpan MaxPulseLength = TimeSpan.FromMinutes(2);
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/// <summary>
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/// A percentage by which the length of a pulse might vary.
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/// </summary>
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[DataField]
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public float PulseVariation = 0.1f;
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/// <summary>
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/// The range that an anomaly's stability can vary each pulse. Scales with severity.
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/// </summary>
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/// <remarks>
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/// This is more likely to trend upwards than donwards, because that's funny
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/// </remarks>
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[DataField]
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public Vector2 PulseStabilityVariation = new(-0.1f, 0.15f);
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/// <summary>
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/// The sound played when an anomaly pulses
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/// </summary>
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[DataField]
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public SoundSpecifier? PulseSound = new SoundCollectionSpecifier("RadiationPulse");
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/// <summary>
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/// The sound plays when an anomaly goes supercritical
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/// </summary>
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[DataField]
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public SoundSpecifier? SupercriticalSound = new SoundCollectionSpecifier("explosion");
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#endregion
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/// <summary>
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/// The range of initial values for stability
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/// </summary>
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/// <remarks>
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/// +/- 0.2 from perfect stability (0.5)
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/// </remarks>
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[DataField]
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public (float, float) InitialStabilityRange = (0.4f, 0.6f);
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/// <summary>
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/// The range of initial values for severity
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/// </summary>
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/// <remarks>
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/// Between 0 and 0.5, which should be all mild effects
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/// </remarks>
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[DataField]
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public (float, float) InitialSeverityRange = (0.1f, 0.5f);
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/// <summary>
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/// The particle type that increases the severity of the anomaly.
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/// </summary>
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[DataField]
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public AnomalousParticleType SeverityParticleType;
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/// <summary>
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/// The particle type that destabilizes the anomaly.
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/// </summary>
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[DataField]
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public AnomalousParticleType DestabilizingParticleType;
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/// <summary>
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/// The particle type that weakens the anomalys health.
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/// </summary>
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[DataField]
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public AnomalousParticleType WeakeningParticleType;
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#region Points and Vessels
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/// <summary>
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/// The vessel that the anomaly is connceted to. Stored so that multiple
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/// vessels cannot connect to the same anomaly.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public EntityUid? ConnectedVessel;
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/// <summary>
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/// The minimum amount of research points generated per second
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/// </summary>
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[DataField("minPointsPerSecond")]
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public int MinPointsPerSecond = 10;
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/// <summary>
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/// The maximum amount of research points generated per second
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/// This doesn't include the point bonus for being unstable.
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/// </summary>
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[DataField("maxPointsPerSecond")]
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public int MaxPointsPerSecond = 80;
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/// <summary>
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/// The multiplier applied to the point value for the
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/// anomaly being above the <see cref="GrowthThreshold"/>
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/// </summary>
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[DataField("growingPointMultiplier")]
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public float GrowingPointMultiplier = 1.5f;
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#endregion
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/// <summary>
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/// The amount of damage dealt when either a player touches the anomaly
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/// directly or by hitting the anomaly.
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/// </summary>
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[DataField(required: true)]
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public DamageSpecifier AnomalyContactDamage = default!;
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/// <summary>
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/// The sound effect played when a player
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/// burns themselves on an anomaly via contact.
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/// </summary>
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[DataField]
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public SoundSpecifier AnomalyContactDamageSound = new SoundPathSpecifier("/Audio/Effects/lightburn.ogg");
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#region Floating Animation
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/// <summary>
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/// How long it takes to go from the bottom of the animation to the top.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("animationTime")]
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public float AnimationTime = 2f;
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/// <summary>
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/// How far it goes in any direction.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("offset")]
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public Vector2 FloatingOffset = new(0, 0.15f);
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public readonly string AnimationKey = "anomalyfloat";
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#endregion
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}
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/// <summary>
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/// Event raised at regular intervals on an anomaly to do whatever its effect is.
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/// </summary>
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/// <param name="Stability"></param>
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/// <param name="Severity"></param>
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[ByRefEvent]
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public readonly record struct AnomalyPulseEvent(float Stability, float Severity);
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/// <summary>
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/// Event raised on an anomaly when it reaches a supercritical point.
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/// </summary>
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[ByRefEvent]
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public readonly record struct AnomalySupercriticalEvent;
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/// <summary>
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/// Event broadcast after an anomaly goes supercritical
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/// </summary>
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/// <param name="Anomaly">The anomaly being shut down.</param>
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/// <param name="Supercritical">Whether or not the anomaly shut down passively or via a supercritical event.</param>
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[ByRefEvent]
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public readonly record struct AnomalyShutdownEvent(EntityUid Anomaly, bool Supercritical);
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/// <summary>
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/// Event broadcast when an anomaly's severity is changed.
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/// </summary>
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/// <param name="Anomaly">The anomaly being changed</param>
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[ByRefEvent]
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public readonly record struct AnomalySeverityChangedEvent(EntityUid Anomaly, float Severity);
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/// <summary>
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/// Event broadcast when an anomaly's stability is changed.
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/// </summary>
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[ByRefEvent]
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public readonly record struct AnomalyStabilityChangedEvent(EntityUid Anomaly, float Stability);
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/// <summary>
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/// Event broadcast when an anomaly's health is changed.
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/// </summary>
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/// <param name="Anomaly">The anomaly being changed</param>
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[ByRefEvent]
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public readonly record struct AnomalyHealthChangedEvent(EntityUid Anomaly, float Health);
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