Update trivial components to use auto comp states (#20539)
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@@ -2,7 +2,6 @@ using System.Numerics;
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using Content.Shared.Damage;
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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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.Shared.Anomaly.Components;
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@@ -14,7 +13,8 @@ namespace Content.Shared.Anomaly.Components;
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///
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/// Anomalies and their related components were designed here: https://hackmd.io/@ss14-design/r1sQbkJOs
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/// </summary>
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[RegisterComponent, NetworkedComponent, Access(typeof(SharedAnomalySystem))]
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[RegisterComponent, NetworkedComponent, AutoGenerateComponentState]
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[Access(typeof(SharedAnomalySystem))]
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public sealed partial class AnomalyComponent : Component
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{
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/// <summary>
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@@ -27,7 +27,7 @@ public sealed partial class AnomalyComponent : Component
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/// Note that this doesn't refer to stability as a percentage: This is an arbitrary
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/// value that only matters in relation to the <see cref="GrowthThreshold"/> and <see cref="DecayThreshold"/>
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite)]
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[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public float Stability = 0f;
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/// <summary>
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@@ -39,7 +39,7 @@ public sealed partial class AnomalyComponent : Component
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/// <remarks>
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/// Wacky-Stability scale lives on in my heart. - emo
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/// </remarks>
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[ViewVariables(VVAccess.ReadWrite)]
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[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public float Severity = 0f;
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#region Health
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@@ -49,7 +49,7 @@ public sealed partial class AnomalyComponent : Component
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/// When the health of an anomaly reaches 0, it is destroyed without ever
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/// reaching a supercritical point.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
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public float Health = 1f;
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/// <summary>
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@@ -85,25 +85,26 @@ public sealed partial class AnomalyComponent : Component
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/// <summary>
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/// The time at which the next artifact pulse will occur.
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/// </summary>
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[DataField("nextPulseTime", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
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[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField]
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan NextPulseTime = TimeSpan.Zero;
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/// <summary>
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/// The minimum interval between pulses.
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/// </summary>
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[DataField("minPulseLength")]
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[DataField]
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public TimeSpan MinPulseLength = TimeSpan.FromMinutes(1);
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/// <summary>
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/// The maximum interval between pulses.
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/// </summary>
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[DataField("maxPulseLength")]
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[DataField]
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public TimeSpan MaxPulseLength = TimeSpan.FromMinutes(2);
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/// <summary>
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/// A percentage by which the length of a pulse might vary.
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/// </summary>
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[DataField("pulseVariation")]
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[DataField]
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public float PulseVariation = 0.1f;
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/// <summary>
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@@ -112,19 +113,19 @@ public sealed partial class AnomalyComponent : Component
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/// <remarks>
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/// This is more likely to trend upwards than donwards, because that's funny
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/// </remarks>
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[DataField("pulseStabilityVariation")]
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[DataField]
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public Vector2 PulseStabilityVariation = new(-0.1f, 0.15f);
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/// <summary>
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/// The sound played when an anomaly pulses
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/// </summary>
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[DataField("pulseSound")]
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[DataField]
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public SoundSpecifier? PulseSound = new SoundCollectionSpecifier("RadiationPulse");
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/// <summary>
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/// The sound plays when an anomaly goes supercritical
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/// </summary>
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[DataField("supercriticalSound")]
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[DataField]
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public SoundSpecifier? SupercriticalSound = new SoundCollectionSpecifier("explosion");
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#endregion
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@@ -134,7 +135,7 @@ public sealed partial class AnomalyComponent : Component
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/// <remarks>
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/// +/- 0.2 from perfect stability (0.5)
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/// </remarks>
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[DataField("initialStabilityRange")]
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[DataField]
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public (float, float) InitialStabilityRange = (0.4f, 0.6f);
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/// <summary>
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@@ -143,25 +144,25 @@ public sealed partial class AnomalyComponent : Component
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/// <remarks>
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/// Between 0 and 0.5, which should be all mild effects
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/// </remarks>
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[DataField("initialSeverityRange")]
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[DataField]
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public (float, float) InitialSeverityRange = (0.1f, 0.5f);
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/// <summary>
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/// The particle type that increases the severity of the anomaly.
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/// </summary>
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[DataField("severityParticleType")]
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[DataField]
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public AnomalousParticleType SeverityParticleType;
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/// <summary>
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/// The particle type that destabilizes the anomaly.
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/// </summary>
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[DataField("destabilizingParticleType")]
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[DataField]
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public AnomalousParticleType DestabilizingParticleType;
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/// <summary>
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/// The particle type that weakens the anomalys health.
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/// </summary>
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[DataField("weakeningParticleType")]
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[DataField]
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public AnomalousParticleType WeakeningParticleType;
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#region Points and Vessels
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@@ -197,14 +198,14 @@ public sealed partial class AnomalyComponent : Component
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/// The amount of damage dealt when either a player touches the anomaly
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/// directly or by hitting the anomaly.
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/// </summary>
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[DataField("anomalyContactDamage", required: true)]
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[DataField(required: true)]
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public DamageSpecifier AnomalyContactDamage = default!;
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/// <summary>
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/// The sound effect played when a player
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/// burns themselves on an anomaly via contact.
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/// </summary>
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[DataField("anomalyContactDamageSound")]
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[DataField]
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public SoundSpecifier AnomalyContactDamageSound = new SoundPathSpecifier("/Audio/Effects/lightburn.ogg");
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#region Floating Animation
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@@ -226,23 +227,6 @@ public sealed partial class AnomalyComponent : Component
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#endregion
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}
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[Serializable, NetSerializable]
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public sealed class AnomalyComponentState : ComponentState
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{
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public float Severity;
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public float Stability;
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public float Health;
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public TimeSpan NextPulseTime;
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public AnomalyComponentState(float severity, float stability, float health, TimeSpan nextPulseTime)
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{
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Severity = severity;
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Stability = stability;
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Health = health;
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NextPulseTime = nextPulseTime;
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}
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}
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/// <summary>
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/// Event raised at regular intervals on an anomaly to do whatever its effect is.
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/// </summary>
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