Files
wwdpublic/Content.Shared/Anomaly/Components/AnomalyComponent.cs
Debug fd2cc8570d Sync master up to 1/10 (#74)
* 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>
2023-10-03 14:15:46 -05:00

271 lines
9.2 KiB
C#

using System.Numerics;
using Content.Shared.Damage;
using Robust.Shared.Audio;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.Anomaly.Components;
/// <summary>
/// This is used for tracking the general behavior of anomalies.
/// This doesn't contain the specific implementations for what
/// they do, just the generic behaviors associated with them.
///
/// Anomalies and their related components were designed here: https://hackmd.io/@ss14-design/r1sQbkJOs
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
[Access(typeof(SharedAnomalySystem))]
public sealed partial class AnomalyComponent : Component
{
/// <summary>
/// How likely an anomaly is to grow more dangerous. Moves both up and down.
/// Ranges from 0 to 1.
/// Values less than 0.5 indicate stability, whereas values greater
/// than 0.5 indicate instability, which causes increases in severity.
/// </summary>
/// <remarks>
/// Note that this doesn't refer to stability as a percentage: This is an arbitrary
/// value that only matters in relation to the <see cref="GrowthThreshold"/> and <see cref="DecayThreshold"/>
/// </remarks>
[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public float Stability = 0f;
/// <summary>
/// How severe the effects of an anomaly are. Moves only upwards.
/// Ranges from 0 to 1.
/// A value of 0 indicates effects of extrememly minimal severity, whereas greater
/// values indicate effects of linearly increasing severity.
/// </summary>
/// <remarks>
/// Wacky-Stability scale lives on in my heart. - emo
/// </remarks>
[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public float Severity = 0f;
#region Health
/// <summary>
/// The internal "health" of an anomaly.
/// Ranges from 0 to 1.
/// When the health of an anomaly reaches 0, it is destroyed without ever
/// reaching a supercritical point.
/// </summary>
[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
public float Health = 1f;
/// <summary>
/// If the <see cref="Stability"/> of the anomaly exceeds this value, it
/// becomes too unstable to support itself and starts decreasing in <see cref="Health"/>.
/// </summary>
[DataField("decayhreshold"), ViewVariables(VVAccess.ReadWrite)]
public float DecayThreshold = 0.15f;
/// <summary>
/// The amount of health lost when the stability is below the <see cref="DecayThreshold"/>
/// </summary>
[DataField("healthChangePerSecond"), ViewVariables(VVAccess.ReadWrite)]
public float HealthChangePerSecond = -0.01f;
#endregion
#region Growth
/// <summary>
/// If the <see cref="Stability"/> of the anomaly exceeds this value, it
/// becomes unstable and starts increasing in <see cref="Severity"/>.
/// </summary>
[DataField("growthThreshold"), ViewVariables(VVAccess.ReadWrite)]
public float GrowthThreshold = 0.5f;
/// <summary>
/// A coefficient used for calculating the increase in severity when above the GrowthThreshold
/// </summary>
[DataField("severityGrowthCoefficient"), ViewVariables(VVAccess.ReadWrite)]
public float SeverityGrowthCoefficient = 0.07f;
#endregion
#region Pulse
/// <summary>
/// The time at which the next artifact pulse will occur.
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField]
[ViewVariables(VVAccess.ReadWrite)]
public TimeSpan NextPulseTime = TimeSpan.Zero;
/// <summary>
/// The minimum interval between pulses.
/// </summary>
[DataField]
public TimeSpan MinPulseLength = TimeSpan.FromMinutes(1);
/// <summary>
/// The maximum interval between pulses.
/// </summary>
[DataField]
public TimeSpan MaxPulseLength = TimeSpan.FromMinutes(2);
/// <summary>
/// A percentage by which the length of a pulse might vary.
/// </summary>
[DataField]
public float PulseVariation = 0.1f;
/// <summary>
/// The range that an anomaly's stability can vary each pulse. Scales with severity.
/// </summary>
/// <remarks>
/// This is more likely to trend upwards than donwards, because that's funny
/// </remarks>
[DataField]
public Vector2 PulseStabilityVariation = new(-0.1f, 0.15f);
/// <summary>
/// The sound played when an anomaly pulses
/// </summary>
[DataField]
public SoundSpecifier? PulseSound = new SoundCollectionSpecifier("RadiationPulse");
/// <summary>
/// The sound plays when an anomaly goes supercritical
/// </summary>
[DataField]
public SoundSpecifier? SupercriticalSound = new SoundCollectionSpecifier("explosion");
#endregion
/// <summary>
/// The range of initial values for stability
/// </summary>
/// <remarks>
/// +/- 0.2 from perfect stability (0.5)
/// </remarks>
[DataField]
public (float, float) InitialStabilityRange = (0.4f, 0.6f);
/// <summary>
/// The range of initial values for severity
/// </summary>
/// <remarks>
/// Between 0 and 0.5, which should be all mild effects
/// </remarks>
[DataField]
public (float, float) InitialSeverityRange = (0.1f, 0.5f);
/// <summary>
/// The particle type that increases the severity of the anomaly.
/// </summary>
[DataField]
public AnomalousParticleType SeverityParticleType;
/// <summary>
/// The particle type that destabilizes the anomaly.
/// </summary>
[DataField]
public AnomalousParticleType DestabilizingParticleType;
/// <summary>
/// The particle type that weakens the anomalys health.
/// </summary>
[DataField]
public AnomalousParticleType WeakeningParticleType;
#region Points and Vessels
/// <summary>
/// The vessel that the anomaly is connceted to. Stored so that multiple
/// vessels cannot connect to the same anomaly.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public EntityUid? ConnectedVessel;
/// <summary>
/// The minimum amount of research points generated per second
/// </summary>
[DataField("minPointsPerSecond")]
public int MinPointsPerSecond = 10;
/// <summary>
/// The maximum amount of research points generated per second
/// This doesn't include the point bonus for being unstable.
/// </summary>
[DataField("maxPointsPerSecond")]
public int MaxPointsPerSecond = 80;
/// <summary>
/// The multiplier applied to the point value for the
/// anomaly being above the <see cref="GrowthThreshold"/>
/// </summary>
[DataField("growingPointMultiplier")]
public float GrowingPointMultiplier = 1.5f;
#endregion
/// <summary>
/// The amount of damage dealt when either a player touches the anomaly
/// directly or by hitting the anomaly.
/// </summary>
[DataField(required: true)]
public DamageSpecifier AnomalyContactDamage = default!;
/// <summary>
/// The sound effect played when a player
/// burns themselves on an anomaly via contact.
/// </summary>
[DataField]
public SoundSpecifier AnomalyContactDamageSound = new SoundPathSpecifier("/Audio/Effects/lightburn.ogg");
#region Floating Animation
/// <summary>
/// How long it takes to go from the bottom of the animation to the top.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("animationTime")]
public float AnimationTime = 2f;
/// <summary>
/// How far it goes in any direction.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("offset")]
public Vector2 FloatingOffset = new(0, 0.15f);
public readonly string AnimationKey = "anomalyfloat";
#endregion
}
/// <summary>
/// Event raised at regular intervals on an anomaly to do whatever its effect is.
/// </summary>
/// <param name="Stability"></param>
/// <param name="Severity"></param>
[ByRefEvent]
public readonly record struct AnomalyPulseEvent(float Stability, float Severity);
/// <summary>
/// Event raised on an anomaly when it reaches a supercritical point.
/// </summary>
[ByRefEvent]
public readonly record struct AnomalySupercriticalEvent;
/// <summary>
/// Event broadcast after an anomaly goes supercritical
/// </summary>
/// <param name="Anomaly">The anomaly being shut down.</param>
/// <param name="Supercritical">Whether or not the anomaly shut down passively or via a supercritical event.</param>
[ByRefEvent]
public readonly record struct AnomalyShutdownEvent(EntityUid Anomaly, bool Supercritical);
/// <summary>
/// Event broadcast when an anomaly's severity is changed.
/// </summary>
/// <param name="Anomaly">The anomaly being changed</param>
[ByRefEvent]
public readonly record struct AnomalySeverityChangedEvent(EntityUid Anomaly, float Severity);
/// <summary>
/// Event broadcast when an anomaly's stability is changed.
/// </summary>
[ByRefEvent]
public readonly record struct AnomalyStabilityChangedEvent(EntityUid Anomaly, float Stability);
/// <summary>
/// Event broadcast when an anomaly's health is changed.
/// </summary>
/// <param name="Anomaly">The anomaly being changed</param>
[ByRefEvent]
public readonly record struct AnomalyHealthChangedEvent(EntityUid Anomaly, float Health);