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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>
326 lines
12 KiB
C#
326 lines
12 KiB
C#
using Content.Shared.Administration.Logs;
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using Content.Shared.Anomaly.Components;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Network;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Shared.Anomaly;
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public abstract class SharedAnomalySystem : EntitySystem
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{
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[Dependency] protected readonly IGameTiming Timing = default!;
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] protected readonly IRobustRandom Random = default!;
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[Dependency] protected readonly ISharedAdminLogManager Log = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] protected readonly SharedAudioSystem Audio = default!;
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[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
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[Dependency] protected readonly SharedPopupSystem Popup = default!;
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private ISawmill _sawmill = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<AnomalyComponent, InteractHandEvent>(OnInteractHand);
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SubscribeLocalEvent<AnomalyComponent, AttackedEvent>(OnAttacked);
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SubscribeLocalEvent<AnomalyComponent, EntityUnpausedEvent>(OnAnomalyUnpause);
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SubscribeLocalEvent<AnomalyPulsingComponent, EntityUnpausedEvent>(OnPulsingUnpause);
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SubscribeLocalEvent<AnomalySupercriticalComponent, EntityUnpausedEvent>(OnSupercriticalUnpause);
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_sawmill = Logger.GetSawmill("anomaly");
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}
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private void OnInteractHand(EntityUid uid, AnomalyComponent component, InteractHandEvent args)
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{
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DoAnomalyBurnDamage(uid, args.User, component);
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args.Handled = true;
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}
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private void OnAttacked(EntityUid uid, AnomalyComponent component, AttackedEvent args)
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{
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DoAnomalyBurnDamage(uid, args.User, component);
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}
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public void DoAnomalyBurnDamage(EntityUid source, EntityUid target, AnomalyComponent component)
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{
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_damageable.TryChangeDamage(target, component.AnomalyContactDamage, true);
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if (!Timing.IsFirstTimePredicted || _net.IsServer)
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return;
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Audio.PlayPvs(component.AnomalyContactDamageSound, source);
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Popup.PopupEntity(Loc.GetString("anomaly-component-contact-damage"), target, target);
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}
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private void OnAnomalyUnpause(EntityUid uid, AnomalyComponent component, ref EntityUnpausedEvent args)
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{
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component.NextPulseTime += args.PausedTime;
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Dirty(component);
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}
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private void OnPulsingUnpause(EntityUid uid, AnomalyPulsingComponent component, ref EntityUnpausedEvent args)
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{
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component.EndTime += args.PausedTime;
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}
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private void OnSupercriticalUnpause(EntityUid uid, AnomalySupercriticalComponent component, ref EntityUnpausedEvent args)
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{
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component.EndTime += args.PausedTime;
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Dirty(component);
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}
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public void DoAnomalyPulse(EntityUid uid, AnomalyComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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if (!Timing.IsFirstTimePredicted)
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return;
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DebugTools.Assert(component.MinPulseLength > TimeSpan.FromSeconds(3)); // this is just to prevent lagspikes mispredicting pulses
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var variation = Random.NextFloat(-component.PulseVariation, component.PulseVariation) + 1;
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component.NextPulseTime = Timing.CurTime + GetPulseLength(component) * variation;
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if (_net.IsServer)
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_sawmill.Info($"Performing anomaly pulse. Entity: {ToPrettyString(uid)}");
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// if we are above the growth threshold, then grow before the pulse
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if (component.Stability > component.GrowthThreshold)
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{
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ChangeAnomalySeverity(uid, GetSeverityIncreaseFromGrowth(component), component);
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}
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var minStability = component.PulseStabilityVariation.X * component.Severity;
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var maxStability = component.PulseStabilityVariation.Y * component.Severity;
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var stability = Random.NextFloat(minStability, maxStability);
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ChangeAnomalyStability(uid, stability, component);
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Log.Add(LogType.Anomaly, LogImpact.Medium, $"Anomaly {ToPrettyString(uid)} pulsed with severity {component.Severity}.");
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if (_net.IsServer)
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Audio.PlayPvs(component.PulseSound, uid);
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var pulse = EnsureComp<AnomalyPulsingComponent>(uid);
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pulse.EndTime = Timing.CurTime + pulse.PulseDuration;
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Appearance.SetData(uid, AnomalyVisuals.IsPulsing, true);
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var ev = new AnomalyPulseEvent(component.Stability, component.Severity);
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RaiseLocalEvent(uid, ref ev);
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}
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/// <summary>
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/// Begins the animation for going supercritical
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/// </summary>
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/// <param name="uid"></param>
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public void StartSupercriticalEvent(EntityUid uid)
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{
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// don't restart it if it's already begun
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if (HasComp<AnomalySupercriticalComponent>(uid))
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return;
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Log.Add(LogType.Anomaly, LogImpact.High, $"Anomaly {ToPrettyString(uid)} began to go supercritical.");
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if (_net.IsServer)
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_sawmill.Info($"Anomaly is going supercritical. Entity: {ToPrettyString(uid)}");
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var super = EnsureComp<AnomalySupercriticalComponent>(uid);
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super.EndTime = Timing.CurTime + super.SupercriticalDuration;
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Appearance.SetData(uid, AnomalyVisuals.Supercritical, true);
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Dirty(super);
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}
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/// <summary>
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/// Does the supercritical event for the anomaly.
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/// This isn't called once the anomaly reaches the point, but
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/// after the animation for it going supercritical
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="component"></param>
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public void DoAnomalySupercriticalEvent(EntityUid uid, AnomalyComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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if (!Timing.IsFirstTimePredicted)
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return;
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Audio.PlayPvs(component.SupercriticalSound, uid);
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if (_net.IsServer)
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_sawmill.Info($"Raising supercritical event. Entity: {ToPrettyString(uid)}");
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var ev = new AnomalySupercriticalEvent();
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RaiseLocalEvent(uid, ref ev);
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EndAnomaly(uid, component, true);
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}
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/// <summary>
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/// Ends an anomaly, cleaning up all entities that may be associated with it.
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/// </summary>
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/// <param name="uid">The anomaly being shut down</param>
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/// <param name="component"></param>
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/// <param name="supercritical">Whether or not the anomaly ended via supercritical event</param>
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public void EndAnomaly(EntityUid uid, AnomalyComponent? component = null, bool supercritical = false)
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{
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// Logging before resolve, in case the anomaly has deleted itself.
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if (_net.IsServer)
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_sawmill.Info($"Ending anomaly. Entity: {ToPrettyString(uid)}");
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Log.Add(LogType.Anomaly, LogImpact.Extreme, $"Anomaly {ToPrettyString(uid)} went supercritical.");
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if (!Resolve(uid, ref component))
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return;
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var ev = new AnomalyShutdownEvent(uid, supercritical);
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RaiseLocalEvent(uid, ref ev, true);
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if (Terminating(uid) || _net.IsClient)
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return;
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QueueDel(uid);
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}
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/// <summary>
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/// Changes the stability of the anomaly.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="change"></param>
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/// <param name="component"></param>
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public void ChangeAnomalyStability(EntityUid uid, float change, AnomalyComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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var newVal = component.Stability + change;
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component.Stability = Math.Clamp(newVal, 0, 1);
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Dirty(component);
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var ev = new AnomalyStabilityChangedEvent(uid, component.Stability);
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RaiseLocalEvent(uid, ref ev, true);
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}
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/// <summary>
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/// Changes the severity of an anomaly, going supercritical if it exceeds 1.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="change"></param>
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/// <param name="component"></param>
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public void ChangeAnomalySeverity(EntityUid uid, float change, AnomalyComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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var newVal = component.Severity + change;
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if (newVal >= 1)
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StartSupercriticalEvent(uid);
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component.Severity = Math.Clamp(newVal, 0, 1);
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Dirty(component);
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var ev = new AnomalySeverityChangedEvent(uid, component.Severity);
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RaiseLocalEvent(uid, ref ev, true);
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}
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/// <summary>
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/// Changes the health of an anomaly, ending it if it's less than 0.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="change"></param>
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/// <param name="component"></param>
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public void ChangeAnomalyHealth(EntityUid uid, float change, AnomalyComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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var newVal = component.Health + change;
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if (newVal < 0)
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{
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EndAnomaly(uid, component);
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return;
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}
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component.Health = Math.Clamp(newVal, 0, 1);
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Dirty(component);
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var ev = new AnomalyHealthChangedEvent(uid, component.Health);
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RaiseLocalEvent(uid, ref ev, true);
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}
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/// <summary>
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/// Gets the length of time between each pulse
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/// for an anomaly based on its current stability.
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/// </summary>
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/// <remarks>
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/// For anomalies under the instability theshold, this will return the maximum length.
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/// For those over the theshold, they will return an amount between the maximum and
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/// minium value based on a linear relationship with the stability.
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/// </remarks>
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/// <param name="component"></param>
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/// <returns>The length of time as a TimeSpan, not including random variation.</returns>
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public TimeSpan GetPulseLength(AnomalyComponent component)
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{
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DebugTools.Assert(component.MaxPulseLength > component.MinPulseLength);
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var modifier = Math.Clamp((component.Stability - component.GrowthThreshold) / component.GrowthThreshold, 0, 1);
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return (component.MaxPulseLength - component.MinPulseLength) * modifier + component.MinPulseLength;
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}
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/// <summary>
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/// Gets the increase in an anomaly's severity due
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/// to being above its growth threshold
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/// </summary>
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/// <param name="component"></param>
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/// <returns>The increase in severity for this anomaly</returns>
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private float GetSeverityIncreaseFromGrowth(AnomalyComponent component)
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{
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var score = 1 + Math.Max(component.Stability - component.GrowthThreshold, 0) * 10;
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return score * component.SeverityGrowthCoefficient;
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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 anomalyQuery = EntityQueryEnumerator<AnomalyComponent>();
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while (anomalyQuery.MoveNext(out var ent, out var anomaly))
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{
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// if the stability is under the death threshold,
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// update it every second to start killing it slowly.
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if (anomaly.Stability < anomaly.DecayThreshold)
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{
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ChangeAnomalyHealth(ent, anomaly.HealthChangePerSecond * frameTime, anomaly);
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}
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if (Timing.CurTime > anomaly.NextPulseTime)
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{
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DoAnomalyPulse(ent, anomaly);
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}
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}
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var pulseQuery = EntityQueryEnumerator<AnomalyPulsingComponent>();
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while (pulseQuery.MoveNext(out var ent, out var pulse))
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{
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if (Timing.CurTime > pulse.EndTime)
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{
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Appearance.SetData(ent, AnomalyVisuals.IsPulsing, false);
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RemComp(ent, pulse);
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}
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}
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var supercriticalQuery = EntityQueryEnumerator<AnomalySupercriticalComponent, AnomalyComponent>();
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while (supercriticalQuery.MoveNext(out var ent, out var super, out var anom))
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{
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if (Timing.CurTime <= super.EndTime)
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continue;
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DoAnomalySupercriticalEvent(ent, anom);
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RemComp(ent, super);
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}
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}
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}
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