* DAG Adjacency Matrix & Tests * Fix sandbox type errors * First pass on procgen * Procgen adjustments * Networking * Cruft and god and beauty and analysis console * convert to data types that dont make me want to kill myself * starting work on console UI * drawing nodes n shit * damn that ui FUCKS * XAT * Add a bunch of basic triggers * Fix trigger gen * Add node info into the analysis console UI * Add node unlocking * more trigger cuz thats pretty cool * final triggers + incorporate gnostic faith * some ui changes, mostly * Fix orphaned procgen segments * its not random dipshit * yeah... this one will make pjb happy.... * we call it a day for the UI * imagine... shared power code... * extraction WIP but we gotta sidequest momentarily * oh hey would you look at that its the actual functionality * distrotrased * Small departure for randomness. * ok yep yep indeed that is an effect very cool. * thanos snap oldcode * fuck it we ball * feat: node scanner now displays triggered nodes. Removed unused old artifact systems and related code (most of it). xml-doc and minor fixups. * refactor: most of preparations, cleanup and groundwork. also segment-related tests * feature: all basic effects returning * feat: finished effects lits, created weight lists for struct and handheld artifacts, fixed throw trigger and music ApplyComponent artifact effects not working * feat: prevent non-first-time-predicted calls in shared artifact effect systems * fix: remove gun effect from artifact effects - as it interferes with 'activate artefact' action * fix: foam reagent selection, neat ApplyComponents art effect scenarios, handheld art is RadiationReceiver again * fix: moved spawn/ pry&throw effect systems back to server part of code - entity duplication bugs were not quite fun * refactor: fix protos * refactor: fix linter * fix: fix old artifact component names in yml * fix: no more throwing error on artifact spawn with empty XAEFoamComponent.Reagents * fix: removed old component usage in maps * fix: remove more deleted components from map * fix: ContainerContainer is now part of initial artifact entity, it won't be affecting UninitializedSaveTest * refactor: fix tests, add loc description to toolshed commands * Changed node scanner to tell the whole story about current artifact state * refactor: remove excessive get of EntityCoordinates in XAE systems, removed Value access in NodeScannerDisplay * fix: turned off TriggerInteraction, removed XAESpawn usage and system, EmpSystem now can use EntityCoordinates, * fix: moved SharedXenoArtifactSystem.CancelUnlockingOnGraphStructureChange into RebuildXenoArtifactMetaData to lessen code coupling * fix: XenoArtifactEffectJunkSpawn moved invalid rolls declaration * refactor: set default value for XenoArtifactComponent.EffectsTable for tests * fix: now explosions XAE can be activated for effect * refactor: added some usedelay so artifactuse would'nt be spammed * refactor: artifact-related hints improvements * fix: artifact no longer spawns fauna into itself * refactor: xml-doc and minor refactoring * refactor: xml-doc for Xeno Artifact systems, renaming of questionable XAT systems * map for playtest, TODO REVERT THIS * fix: magboots trigger art from a mile * refactor: bind artifact animation to unlocking state * feat: radiation dmg now have reference to source (and artifacts won't irradiate themselves) * fix: random artifact node durability now is rolled for max and not current value * refactor: gas effects are more rare, hand-held artifact effects are filtered properly now, rad dmg trigger now requires only 20 dmg for activation * feat: animations and sound effects for artifact force-use and failed finish of unlocking phase * use only 1 file with art use animation * refactor: minor artifact dmg triggers tuning * feat: now nodes that CAN be unlocked are displayed with specific color in console. * feat: now unlocking stage time is dynamic and it depends on amount of triggers player activated correctly. Failed one stops incrementing * feat: now non-active unlocked nodes return more points if durability was not wasted * feat: now puddle/foam effects change description of node * fix: fix test failure * refactor: renamed phasing effect, fixed failing test for elkridge * minor balance changes * refactor: split rare materials into separate effects * feat: unlocked nodes without successor wont listen to unlocks, node unlock is not activating node * fix: removed OnIrradiatedEvent duplicate c-tor * revert changes of reach for playtest * revert last row empty line removal on reach.yml * fix: fix PVS bug, born from attempt to relay event to art nodes that were not synced yet to the client * fix: fix elkridge for tests (again) * refactor: xml-doc, more stuff predicted, allocation optimization in XAE/XAT systems * refactor: naming * refactor: extract variable refactor for XAEApplyComponentsSystem.OnActivated insides * fix: duplicate xeno artifact unlocking sound fixed * feat: CreatePuddle xeno artifact effect now can have min and max borders for chamicals to be drafted, minor XAECreatePuddleSystem refactor * feat: networking for shared XAE components + xml-doc leftovers * refactor: more xml-doc, fix XAEApplyComponentsComponent.Components not being serializable but trying to be * refactor: xml-docs and XAEThrowThingsAroundSystem now uses circle and not box for prying tiles * refactor: xml-docs, minor refactors * revert XenoArtifactCommand.ArtifactPrototype being PrototId * refactor: simplify the way ExtractionResearchLabel works --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
121 lines
4.2 KiB
C#
121 lines
4.2 KiB
C#
using Content.Shared.Interaction;
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using Content.Shared.NameIdentifier;
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using Content.Shared.Timing;
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using Content.Shared.Verbs;
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using Content.Shared.Xenoarchaeology.Artifact;
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using Content.Shared.Xenoarchaeology.Artifact.Components;
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using Content.Shared.Xenoarchaeology.Equipment.Components;
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using Robust.Shared.Timing;
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namespace Content.Shared.Xenoarchaeology.Equipment;
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/// <summary> Controls behaviour of artifact node scanner device. </summary>
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public abstract class SharedNodeScannerSystem : EntitySystem
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{
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[Dependency] private readonly UseDelaySystem _useDelay = default!;
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[Dependency] private readonly SharedXenoArtifactSystem _artifact = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<NodeScannerComponent, BeforeRangedInteractEvent>(OnBeforeRangedInteract);
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SubscribeLocalEvent<NodeScannerComponent, GetVerbsEvent<UtilityVerb>>(AddScanVerb);
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}
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private void OnBeforeRangedInteract(EntityUid uid, NodeScannerComponent component, BeforeRangedInteractEvent args)
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{
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if (args.Handled || !args.CanReach || args.Target is not { } target)
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return;
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Entity<XenoArtifactUnlockingComponent?> unlockingEnt = TryComp<XenoArtifactUnlockingComponent>(target, out var unlockingComponent)
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? (target, unlockingComponent)
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: (target, null);
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TryMakeActiveNodesSnapshot((uid, component), unlockingEnt, args.User);
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args.Handled = true;
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}
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private void AddScanVerb(EntityUid uid, NodeScannerComponent component, GetVerbsEvent<UtilityVerb> args)
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{
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if (!args.CanAccess)
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return;
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if (!TryComp<XenoArtifactUnlockingComponent>(args.Target, out var unlockingComponent))
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return;
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var verb = new UtilityVerb
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{
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Act = () =>
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{
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TryMakeActiveNodesSnapshot((uid, component), (args.Target, unlockingComponent), args.User);
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},
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Text = Loc.GetString("node-scan-tooltip")
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};
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args.Verbs.Add(verb);
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}
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private void TryMakeActiveNodesSnapshot(
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Entity<NodeScannerComponent> device,
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Entity<XenoArtifactUnlockingComponent?> unlockingEnt,
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EntityUid actor
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)
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{
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if (!_timing.IsFirstTimePredicted)
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return;
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if (TryComp(device, out UseDelayComponent? useDelay)
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&& !_useDelay.TryResetDelay((device, useDelay), true))
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return;
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if (!TryComp<XenoArtifactComponent>(unlockingEnt.Owner, out var artifactComponent))
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return;
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TryOpenUi(device, actor);
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TimeSpan? waitTime = null;
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HashSet<string> triggeredNodeNames;
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ArtifactState artifactState;
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if (unlockingEnt.Comp == null)
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{
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triggeredNodeNames = new HashSet<string>();
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var timeToUnlockAvailable = artifactComponent.NextUnlockTime - _timing.CurTime;
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if (timeToUnlockAvailable > TimeSpan.Zero)
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{
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artifactState = ArtifactState.Cooldown;
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waitTime = timeToUnlockAvailable;
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}
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else
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{
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artifactState = ArtifactState.Ready;
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}
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}
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else
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{
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var triggeredIndexes = unlockingEnt.Comp.TriggeredNodeIndexes;
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triggeredNodeNames = new HashSet<string>(triggeredIndexes.Count);
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foreach (var triggeredIndex in triggeredIndexes)
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{
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var node = _artifact.GetNode((unlockingEnt.Owner, artifactComponent), triggeredIndex);
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var triggeredNodeName = (CompOrNull<NameIdentifierComponent>(node)?.Identifier ?? 0).ToString("D3");
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triggeredNodeNames.Add(triggeredNodeName);
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}
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artifactState = ArtifactState.Unlocking;
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waitTime = _timing.CurTime - unlockingEnt.Comp.EndTime;
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}
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device.Comp.ArtifactState = artifactState;
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device.Comp.WaitTime = waitTime;
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device.Comp.TriggeredNodesSnapshot = triggeredNodeNames;
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device.Comp.ScannedAt = _timing.CurTime;
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Dirty(device);
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}
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protected abstract void TryOpenUi(Entity<NodeScannerComponent> device, EntityUid actor);
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}
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