Anomaly Cores (#21306)
* add first anomaly core * meme * 5 min to 10 min fix yml * fix * Update doc * no static price
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56
Content.Server/Anomaly/Effects/AnomalyCoreSystem.cs
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56
Content.Server/Anomaly/Effects/AnomalyCoreSystem.cs
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using Content.Server.Anomaly.Components;
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using Content.Server.Cargo.Systems;
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using Content.Shared.Anomaly;
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using Robust.Shared.Timing;
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namespace Content.Server.Anomaly.Effects;
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/// <summary>
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/// This component reduces the value of the entity during decay
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/// </summary>
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public sealed class AnomalyCoreSystem : EntitySystem
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{
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<AnomalyCoreComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<AnomalyCoreComponent, PriceCalculationEvent>(OnGetPrice);
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}
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private void OnMapInit(Entity<AnomalyCoreComponent> core, ref MapInitEvent args)
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{
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core.Comp.DecayMoment = _gameTiming.CurTime + TimeSpan.FromSeconds(core.Comp.TimeToDecay);
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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 query = EntityQueryEnumerator<AnomalyCoreComponent>();
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while (query.MoveNext(out var uid, out var component))
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{
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if (component.IsDecayed)
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continue;
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//When time runs out, we completely decompose
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if (component.DecayMoment < _gameTiming.CurTime)
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Decay(uid, component);
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}
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}
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private void OnGetPrice(Entity<AnomalyCoreComponent> core, ref PriceCalculationEvent args)
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{
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var timeLeft = core.Comp.DecayMoment - _gameTiming.CurTime;
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var lerp = (double) (timeLeft.TotalSeconds / core.Comp.TimeToDecay);
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lerp = Math.Clamp(lerp, 0, 1);
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args.Price = MathHelper.Lerp(core.Comp.EndPrice, core.Comp.StartPrice, lerp);
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}
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private void Decay(EntityUid uid, AnomalyCoreComponent component)
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{
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_appearance.SetData(uid, AnomalyCoreVisuals.Decaying, false);
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component.IsDecayed = true;
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}
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}
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