Liquid anomaly (#20626)

Co-authored-by: Kara <lunarautomaton6@gmail.com>
This commit is contained in:
Ed
2023-10-07 03:26:34 +03:00
committed by GitHub
parent 15fee3f944
commit b5e8c57978
17 changed files with 847 additions and 1 deletions

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using Content.Server.Anomaly.Effects;
using Content.Shared.Chemistry.Reagent;
using Robust.Shared.Audio;
using Robust.Shared.Prototypes;
using System.Numerics;
namespace Content.Server.Anomaly.Components;
/// <summary>
/// This component allows the anomaly to generate a random type of reagent in the specified SolutionContainer.
/// With the increasing severity of the anomaly, the type of reagent produced may change.
/// The higher the severity of the anomaly, the higher the chance of dangerous or useful reagents.
/// </summary>
[RegisterComponent, Access(typeof(ReagentProducerAnomalySystem))]
public sealed partial class ReagentProducerAnomalyComponent : Component
{
//the addition of the reagent will occur instantly when an anomaly appears,
//and there will not be the first three seconds of a white empty anomaly.
public float AccumulatedFrametime = 3.0f;
/// <summary>
/// How frequently should this reagent generation update, in seconds?
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float UpdateInterval = 3.0f;
/// <summary>
/// The spread of the random weight of the choice of this category, depending on the severity.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public Vector2 WeightSpreadDangerous = new(5.0f, 9.0f);
/// <summary>
/// The spread of the random weight of the choice of this category, depending on the severity.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public Vector2 WeightSpreadFun = new(3.0f, 0.0f);
/// <summary>
/// The spread of the random weight of the choice of this category, depending on the severity.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public Vector2 WeightSpreadUseful = new(1.0f, 1.0f);
/// <summary>
/// Category of dangerous reagents for injection. Various toxins and poisons
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public List<ProtoId<ReagentPrototype>> DangerousChemicals = new();
/// <summary>
/// Category of useful reagents for injection. Medicine and other things that players WANT to get
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public List<ProtoId<ReagentPrototype>> UsefulChemicals = new();
/// <summary>
/// Category of fun reagents for injection. Glue, drugs, beer. Something that will bring fun.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public List<ProtoId<ReagentPrototype>> FunChemicals = new();
/// <summary>
/// Noise made when anomaly pulse.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public SoundSpecifier ChangeSound = new SoundPathSpecifier("/Audio/Effects/waterswirl.ogg");
/// <summary>
/// The component will repaint the sprites of the object to match the current color of the solution,
/// if the RandomSprite component is hung correctly.
/// Ideally, this should be put into a separate component, but I suffered for 4 hours,
/// and nothing worked out for me. So for now it will be like this.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadOnly)]
public bool NeedRecolor = false;
/// <summary>
/// the maximum amount of reagent produced per second
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float MaxReagentProducing = 1.5f;
/// <summary>
/// how much does the reagent production increase before entering the supercritical state
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public float SupercriticalReagentProducingModifier = 100f;
/// <summary>
/// The name of the reagent that the anomaly produces.
/// </summary>
[DataField, ViewVariables(VVAccess.ReadWrite)]
public ProtoId<ReagentPrototype> ProducingReagent = "Water";
/// <summary>
/// Solution name where the substance is generated
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
[DataField("solution")]
public string Solution = "default";
}