Solar flare better effects (#14400)
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@@ -33,8 +33,14 @@ public sealed class SolarFlareEventRuleConfiguration : StationEventRuleConfigura
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public readonly HashSet<string> AffectedChannels = new();
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/// <summary>
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/// Chance any given light bulb breaks due to event
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/// Chance light bulb breaks per second during event
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/// </summary>
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[DataField("lightBreakChance")]
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public float LightBreakChance;
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[DataField("lightBreakChancePerSecond")]
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public float LightBreakChancePerSecond;
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/// <summary>
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/// Chance door toggles per second during event
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/// </summary>
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[DataField("doorToggleChancePerSecond")]
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public float DoorToggleChancePerSecond;
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}
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@@ -5,16 +5,20 @@ using Robust.Shared.Random;
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using Content.Server.Light.EntitySystems;
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using Content.Server.Light.Components;
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using Content.Shared.Radio.Components;
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using Content.Shared.Doors.Components;
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using Content.Shared.Doors.Systems;
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namespace Content.Server.StationEvents.Events;
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public sealed class SolarFlare : StationEventSystem
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{
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[Dependency] private readonly PoweredLightSystem _poweredLight = default!;
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[Dependency] private readonly SharedDoorSystem _door = default!;
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public override string Prototype => "SolarFlare";
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private SolarFlareEventRuleConfiguration _event = default!;
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private float _effectTimer = 0;
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public override void Initialize()
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{
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@@ -33,24 +37,6 @@ public sealed class SolarFlare : StationEventSystem
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_event.EndAfter = RobustRandom.Next(ev.MinEndAfter, ev.MaxEndAfter);
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}
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public override void Started()
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{
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base.Started();
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MessLights();
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}
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private void MessLights()
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{
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foreach (var comp in EntityQuery<PoweredLightComponent>())
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{
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if (RobustRandom.Prob(_event.LightBreakChance))
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{
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var uid = comp.Owner;
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_poweredLight.TryDestroyBulb(uid, comp);
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}
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}
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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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@@ -58,6 +44,23 @@ public sealed class SolarFlare : StationEventSystem
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if (!RuleStarted)
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return;
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_effectTimer -= frameTime;
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if (_effectTimer < 0)
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{
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_effectTimer += 1;
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foreach (var comp in EntityQuery<PoweredLightComponent>())
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{
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if (RobustRandom.Prob(_event.LightBreakChancePerSecond))
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_poweredLight.TryDestroyBulb(comp.Owner, comp);
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}
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foreach (var comp in EntityQuery<DoorComponent>())
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{
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if (RobustRandom.Prob(_event.DoorToggleChancePerSecond))
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_door.TryToggleDoor(comp.Owner, comp);
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}
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}
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if (Elapsed > _event.EndAfter)
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{
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ForceEndSelf();
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@@ -177,7 +177,8 @@
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affectedChannels:
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- Common
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- Service
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lightBreakChance: 0.05
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lightBreakChancePerSecond: 0.0003
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doorToggleChancePerSecond: 0.001
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- type: gameRule
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id: VentClog
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