Files
wwdpublic/Content.Shared/Anomaly/SharedAnomalySystem.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)

---------

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2023-10-03 14:15:46 -05:00

326 lines
12 KiB
C#

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