ash storms just the facts
This commit is contained in:
82
Content.Server/DeltaV/Weather/WeatherEffectsSystem.cs
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82
Content.Server/DeltaV/Weather/WeatherEffectsSystem.cs
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@@ -0,0 +1,82 @@
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using Content.Shared.Damage;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Weather;
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using Content.Shared.Whitelist;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Shared.DeltaV.Weather;
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/// <summary>
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/// Handles weather damage for exposed entities.
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/// </summary>
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public sealed partial class WeatherEffectsSystem : EntitySystem
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{
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelist = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly SharedMapSystem _map = default!;
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[Dependency] private readonly SharedWeatherSystem _weather = default!;
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private EntityQuery<MapGridComponent> _gridQuery;
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public override void Initialize()
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{
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base.Initialize();
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_gridQuery = GetEntityQuery<MapGridComponent>();
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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 now = _timing.CurTime;
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var query = EntityQueryEnumerator<WeatherComponent>();
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while (query.MoveNext(out var map, out var weather))
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{
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if (now < weather.NextUpdate)
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continue;
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weather.NextUpdate = now + weather.UpdateDelay;
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foreach (var (id, data) in weather.Weather)
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{
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// start and end do no damage
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if (data.State != WeatherState.Running)
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continue;
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UpdateDamage(map, id);
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}
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}
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}
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private void UpdateDamage(EntityUid map, ProtoId<WeatherPrototype> id)
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{
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var weather = _proto.Index(id);
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if (weather.Damage is not {} damage)
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return;
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var query = EntityQueryEnumerator<MobStateComponent, TransformComponent>();
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while (query.MoveNext(out var uid, out var mob, out var xform))
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{
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// don't give dead bodies 10000 burn, that's not fun for anyone
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if (xform.MapUid != map || mob.CurrentState == MobState.Dead)
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continue;
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// if not in space, check for being indoors
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if (xform.GridUid is {} gridUid && _gridQuery.TryComp(gridUid, out var grid))
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{
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var tile = _map.GetTileRef((gridUid, grid), xform.Coordinates);
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if (!_weather.CanWeatherAffect(gridUid, grid, tile))
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continue;
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}
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if (_whitelist.IsBlacklistFailOrNull(weather.DamageBlacklist, uid))
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_damageable.TryChangeDamage(uid, damage, interruptsDoAfters: false);
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}
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}
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}
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58
Content.Server/DeltaV/Weather/WeatherSchedulerComponent.cs
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58
Content.Server/DeltaV/Weather/WeatherSchedulerComponent.cs
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using Content.Shared.Destructible.Thresholds;
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using Content.Shared.Weather;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Server.DeltaV.Weather;
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/// <summary>
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/// Makes weather randomly happen every so often.
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/// </summary>
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[RegisterComponent, Access(typeof(WeatherSchedulerSystem))]
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[AutoGenerateComponentPause]
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public sealed partial class WeatherSchedulerComponent : Component
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{
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/// <summary>
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/// Weather stages to schedule.
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/// </summary>
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[DataField(required: true)]
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public List<WeatherStage> Stages = new();
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/// <summary>
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/// The index of <see cref="Stages"/> to use next, wraps back to the start.
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/// </summary>
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[DataField]
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public int Stage;
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/// <summary>
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/// When to go to the next step of the schedule.
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoPausedField]
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public TimeSpan NextUpdate;
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}
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/// <summary>
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/// A stage in a weather schedule.
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/// </summary>
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[Serializable, DataDefinition]
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public partial struct WeatherStage
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{
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/// <summary>
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/// A range of how long the stage can last for, in seconds.
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/// </summary>
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[DataField(required: true)]
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public MinMax Duration = new(0, 0);
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/// <summary>
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/// The weather prototype to add, or null for clear weather.
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/// </summary>
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[DataField]
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public ProtoId<WeatherPrototype>? Weather;
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/// <summary>
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/// Alert message to send in chat for players on the map when it starts.
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/// </summary>
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[DataField]
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public LocId? Message;
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}
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75
Content.Server/DeltaV/Weather/WeatherSchedulerSystem.cs
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75
Content.Server/DeltaV/Weather/WeatherSchedulerSystem.cs
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using Content.Server.Chat.Managers;
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using Content.Shared.Chat;
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using Content.Shared.Weather;
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using Robust.Shared.Map.Components;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Server.DeltaV.Weather;
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public sealed class WeatherSchedulerSystem : EntitySystem
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{
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[Dependency] private readonly IChatManager _chat = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedWeatherSystem _weather = default!;
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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 now = _timing.CurTime;
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var query = EntityQueryEnumerator<WeatherSchedulerComponent>();
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while (query.MoveNext(out var map, out var comp))
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{
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if (now < comp.NextUpdate)
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continue;
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if (comp.Stage >= comp.Stages.Count)
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comp.Stage = 0;
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var stage = comp.Stages[comp.Stage++];
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var duration = stage.Duration.Next(_random);
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comp.NextUpdate = now + TimeSpan.FromSeconds(duration);
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var mapId = Comp<MapComponent>(map).MapId;
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if (stage.Weather is {} weather)
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{
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var ending = comp.NextUpdate;
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// crossfade weather so as one ends the next starts
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if (HasWeather(comp, comp.Stage - 1))
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ending += WeatherComponent.ShutdownTime;
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if (HasWeather(comp, comp.Stage + 1))
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ending += WeatherComponent.StartupTime;
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_weather.SetWeather(mapId, _proto.Index(weather), ending);
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}
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if (stage.Message is {} message)
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{
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var msg = Loc.GetString(message);
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_chat.ChatMessageToManyFiltered(
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Filter.BroadcastMap(mapId),
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ChatChannel.Radio,
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msg,
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msg,
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map,
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false,
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true,
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null);
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}
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}
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}
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private bool HasWeather(WeatherSchedulerComponent comp, int stage)
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{
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if (stage < 0)
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stage = comp.Stages.Count + stage;
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else if (stage >= comp.Stages.Count)
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stage %= comp.Stages.Count;
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return comp.Stages[stage].Weather != null;
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}
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}
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@@ -0,0 +1,9 @@
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using Robust.Shared.GameStates;
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namespace Content.Shared.DeltaV.Weather.Components;
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/// <summary>
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/// Makes an entity not take damage from ash storms.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class AshStormImmuneComponent : Component;
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@@ -38,6 +38,7 @@ public abstract class SharedWeatherSystem : EntitySystem
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if (weather.EndTime != null)
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weather.EndTime = weather.EndTime.Value + args.PausedTime;
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}
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component.NextUpdate += args.PausedTime; // DeltaV
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}
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public bool CanWeatherAffect(EntityUid uid, MapGridComponent grid, TileRef tileRef, RoofComponent? roofComp = null)
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@@ -14,6 +14,18 @@ public sealed partial class WeatherComponent : Component
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[DataField]
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public Dictionary<ProtoId<WeatherPrototype>, WeatherData> Weather = new();
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/// <summary>
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/// DeltaV: How long to wait between updating weather effects.
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/// </summary>
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[DataField]
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public TimeSpan UpdateDelay = TimeSpan.FromSeconds(1);
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/// <summary>
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/// DeltaV: When to next update weather effects (damage).
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/// </summary>
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer))]
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public TimeSpan NextUpdate = TimeSpan.Zero;
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public static readonly TimeSpan StartupTime = TimeSpan.FromSeconds(15);
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public static readonly TimeSpan ShutdownTime = TimeSpan.FromSeconds(15);
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}
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@@ -1,3 +1,5 @@
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using Content.Shared.Damage;
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using Content.Shared.Whitelist;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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@@ -20,4 +22,17 @@ public sealed partial class WeatherPrototype : IPrototype
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite), DataField("sound")]
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public SoundSpecifier? Sound;
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/// <summary>
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/// DeltaV: Damage you can take from being in this weather.
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/// Only applies when weather has fully set in.
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/// </summary>
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[DataField]
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public DamageSpecifier? Damage;
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/// <summary>
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/// DeltaV: Don't damage entities that match this blacklist.
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/// </summary>
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[DataField]
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public EntityWhitelist? DamageBlacklist;
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}
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3
Resources/Locale/en-US/deltav/weather/ashstorm.ftl
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3
Resources/Locale/en-US/deltav/weather/ashstorm.ftl
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ash-storm-telegraph = [color=red][bold]An eerie moan rises on the wind. Sheets of burning ash blacken the horizon. Seek shelter.[/bold][/color]
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ash-storm-alert = [color=red][bolditalic]Smoldering clouds of scorching ash billow down around you! Get inside![/bolditalic][/color]
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ash-storm-clearing = [color=red]The shrieking wind whips away the last of the ash and falls to its usual murmur. It should be safe to go outside now.[/color]
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50
Resources/Prototypes/Body/Prototypes/ashwalker.yml
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50
Resources/Prototypes/Body/Prototypes/ashwalker.yml
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# TODO: will need updating with shitmed
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- type: body
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name: ashwalker
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id: AshWalker
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root: torso
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slots:
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head:
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part: HeadReptilian
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connections:
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- torso
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organs:
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brain: OrganHumanBrain
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eyes: OrganHumanEyes
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torso:
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part: TorsoReptilian
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organs:
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heart: OrganAnimalHeart
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lungs: OrganAshWalkerLungs
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stomach: OrganReptilianStomach
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liver: OrganAnimalLiver
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kidneys: OrganHumanKidneys
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connections:
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- right arm
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- left arm
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- right leg
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- left leg
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right arm:
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part: RightArmReptilian
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connections:
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- right hand
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left arm:
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part: LeftArmReptilian
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connections:
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- left hand
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right hand:
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part: RightHandReptilian
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left hand:
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part: LeftHandReptilian
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right leg:
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part: RightLegReptilian
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connections:
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- right foot
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left leg:
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part: LeftLegReptilian
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connections:
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- left foot
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right foot:
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part: RightFootReptilian
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left foot:
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part: LeftFootReptilian
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9
Resources/Prototypes/DeltaV/Body/Organs/ashwalker.yml
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9
Resources/Prototypes/DeltaV/Body/Organs/ashwalker.yml
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- type: entity
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parent: OrganAnimalLungs
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id: OrganAshWalkerLungs
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name: ashwalker lungs
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description: These lungs are adapted from isolation in lavaland, capable of withstanding the low oxygen content and ash storms.
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components:
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- type: Lung
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saturationLoss: 0.5
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# TODO SHITMED: add AshStormImmune when transplanted
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@@ -0,0 +1,11 @@
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- type: entity
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save: false
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parent: MobReptilian
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id: MobAshWalker
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name: Urist McAsh
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suffix: ""
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components:
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- type: Body
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prototype: AshWalker
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- type: AshStormImmune
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# TODO: shitmed stuff so you can steal ashwalker lungs
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@@ -8,6 +8,12 @@
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params:
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loop: true
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volume: -6
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damage: # DeltaV
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types:
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Heat: 4
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damageBlacklist: # DeltaV
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components:
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- AshStormImmune
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- type: weather
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id: AshfallLight
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