* add supercritical sounds for flesh anomaly and shadow anomaly * fix attribution yml * use sound collections, add TWO -- count em TWO tech anomaly supercrit sounds. * add sound for present anomaly * wrong soundcollection for flesh * actually add the present anomaly sound... * add fire anom sound * add gravity anomaly supercritical sound * add electric anomaly supercritical sound * add bluespace anomaly supercritical and explosion sound * add ice anomaly supercritical sound * add fluid anomaly supercritical sound * fix busted link * typo * add floral supercritical sound, fix typos * Add supercritical sounds to injected anomalies * add rock anomaly supercritical sound * supercritical sound follows the entity, important for injected anomalies * make the rock crit rumble a little less subtle at the start * use CC0 freesound alternatives where available * New pyro anomaly sound by GonTar * New sounds by GonTar. Change AnomalyComponent so that you can change the length of supercritical properly in the prototype. * oopsie, forgot the traps * use TimeSpan for duration
327 lines
11 KiB
C#
327 lines
11 KiB
C#
using System.Numerics;
|
|
using Content.Shared.Anomaly.Effects;
|
|
using Content.Shared.Anomaly.Prototypes;
|
|
using Robust.Shared.Audio;
|
|
using Robust.Shared.GameStates;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
|
|
|
|
namespace Content.Shared.Anomaly.Components;
|
|
|
|
/// <summary>
|
|
/// This is used for tracking the general behavior of anomalies.
|
|
/// This doesn't contain the specific implementations for what
|
|
/// they do, just the generic behaviors associated with them.
|
|
///
|
|
/// Anomalies and their related components were designed here: https://hackmd.io/@ss14-design/r1sQbkJOs
|
|
/// </summary>
|
|
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
|
|
[Access(typeof(SharedAnomalySystem), typeof(SharedInnerBodyAnomalySystem))]
|
|
public sealed partial class AnomalyComponent : Component
|
|
{
|
|
/// <summary>
|
|
/// How likely an anomaly is to grow more dangerous. Moves both up and down.
|
|
/// Ranges from 0 to 1.
|
|
/// Values less than 0.5 indicate stability, whereas values greater
|
|
/// than 0.5 indicate instability, which causes increases in severity.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Note that this doesn't refer to stability as a percentage: This is an arbitrary
|
|
/// value that only matters in relation to the <see cref="GrowthThreshold"/> and <see cref="DecayThreshold"/>
|
|
/// </remarks>
|
|
[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
|
|
public float Stability = 0f;
|
|
|
|
/// <summary>
|
|
/// How severe the effects of an anomaly are. Moves only upwards.
|
|
/// Ranges from 0 to 1.
|
|
/// A value of 0 indicates effects of extrememly minimal severity, whereas greater
|
|
/// values indicate effects of linearly increasing severity.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Wacky-Stability scale lives on in my heart. - emo
|
|
/// </remarks>
|
|
[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
|
|
public float Severity = 0f;
|
|
|
|
#region Health
|
|
/// <summary>
|
|
/// The internal "health" of an anomaly.
|
|
/// Ranges from 0 to 1.
|
|
/// When the health of an anomaly reaches 0, it is destroyed without ever
|
|
/// reaching a supercritical point.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite), AutoNetworkedField]
|
|
public float Health = 1f;
|
|
|
|
/// <summary>
|
|
/// If the <see cref="Stability"/> of the anomaly exceeds this value, it
|
|
/// becomes too unstable to support itself and starts decreasing in <see cref="Health"/>.
|
|
/// </summary>
|
|
[DataField("decayhreshold"), ViewVariables(VVAccess.ReadWrite)]
|
|
public float DecayThreshold = 0.15f;
|
|
|
|
/// <summary>
|
|
/// The amount of health lost when the stability is below the <see cref="DecayThreshold"/>
|
|
/// </summary>
|
|
[DataField("healthChangePerSecond"), ViewVariables(VVAccess.ReadWrite)]
|
|
public float HealthChangePerSecond = -0.01f;
|
|
#endregion
|
|
|
|
#region Growth
|
|
/// <summary>
|
|
/// If the <see cref="Stability"/> of the anomaly exceeds this value, it
|
|
/// becomes unstable and starts increasing in <see cref="Severity"/>.
|
|
/// </summary>
|
|
[DataField("growthThreshold"), ViewVariables(VVAccess.ReadWrite)]
|
|
public float GrowthThreshold = 0.5f;
|
|
|
|
/// <summary>
|
|
/// A coefficient used for calculating the increase in severity when above the GrowthThreshold
|
|
/// </summary>
|
|
[DataField("severityGrowthCoefficient"), ViewVariables(VVAccess.ReadWrite)]
|
|
public float SeverityGrowthCoefficient = 0.07f;
|
|
#endregion
|
|
|
|
#region Pulse
|
|
/// <summary>
|
|
/// The time at which the next artifact pulse will occur.
|
|
/// </summary>
|
|
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoNetworkedField, AutoPausedField]
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public TimeSpan NextPulseTime = TimeSpan.Zero;
|
|
|
|
/// <summary>
|
|
/// The minimum interval between pulses.
|
|
/// </summary>
|
|
[DataField]
|
|
public TimeSpan MinPulseLength = TimeSpan.FromMinutes(2);
|
|
|
|
/// <summary>
|
|
/// The maximum interval between pulses.
|
|
/// </summary>
|
|
[DataField]
|
|
public TimeSpan MaxPulseLength = TimeSpan.FromMinutes(4);
|
|
|
|
/// <summary>
|
|
/// A percentage by which the length of a pulse might vary.
|
|
/// </summary>
|
|
[DataField]
|
|
public float PulseVariation = 0.1f;
|
|
|
|
/// <summary>
|
|
/// The range that an anomaly's stability can vary each pulse. Scales with severity.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This is more likely to trend upwards than donwards, because that's funny
|
|
/// </remarks>
|
|
[DataField]
|
|
public Vector2 PulseStabilityVariation = new(-0.1f, 0.15f);
|
|
|
|
/// <summary>
|
|
/// The sound played when an anomaly pulses
|
|
/// </summary>
|
|
[DataField]
|
|
public SoundSpecifier? PulseSound = new SoundCollectionSpecifier("RadiationPulse");
|
|
|
|
/// <summary>
|
|
/// The sound plays when an anomaly goes supercritical
|
|
/// </summary>
|
|
[DataField]
|
|
public SoundSpecifier? SupercriticalSound = new SoundCollectionSpecifier("Explosion");
|
|
|
|
/// <summary>
|
|
/// The sound plays at the start of the animation when an anomaly goes supercritical
|
|
/// </summary>
|
|
[DataField]
|
|
public SoundSpecifier? SupercriticalSoundAtAnimationStart;
|
|
|
|
/// <summary>
|
|
/// The length of the animation before it goes supercritical in seconds.
|
|
/// </summary>
|
|
///
|
|
[DataField, AutoNetworkedField]
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public TimeSpan SupercriticalDuration = TimeSpan.FromSeconds(10f);
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// The range of initial values for stability
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// +/- 0.2 from perfect stability (0.5)
|
|
/// </remarks>
|
|
[DataField]
|
|
public (float, float) InitialStabilityRange = (0.4f, 0.6f);
|
|
|
|
/// <summary>
|
|
/// The range of initial values for severity
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Between 0 and 0.5, which should be all mild effects
|
|
/// </remarks>
|
|
[DataField]
|
|
public (float, float) InitialSeverityRange = (0.1f, 0.5f);
|
|
|
|
/// <summary>
|
|
/// The particle type that increases the severity of the anomaly.
|
|
/// </summary>
|
|
[DataField, AutoNetworkedField]
|
|
public AnomalousParticleType SeverityParticleType;
|
|
|
|
/// <summary>
|
|
/// The particle type that destabilizes the anomaly.
|
|
/// </summary>
|
|
[DataField, AutoNetworkedField]
|
|
public AnomalousParticleType DestabilizingParticleType;
|
|
|
|
/// <summary>
|
|
/// The particle type that weakens the anomalys health.
|
|
/// </summary>
|
|
[DataField, AutoNetworkedField]
|
|
public AnomalousParticleType WeakeningParticleType;
|
|
|
|
/// <summary>
|
|
/// The particle type that change anomaly behaviour.
|
|
/// </summary>
|
|
[DataField, AutoNetworkedField]
|
|
public AnomalousParticleType TransformationParticleType;
|
|
|
|
#region Points and Vessels
|
|
/// <summary>
|
|
/// The vessel that the anomaly is connceted to. Stored so that multiple
|
|
/// vessels cannot connect to the same anomaly.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
public EntityUid? ConnectedVessel;
|
|
|
|
/// <summary>
|
|
/// The minimum amount of research points generated per second
|
|
/// </summary>
|
|
[DataField]
|
|
public int MinPointsPerSecond = 10;
|
|
|
|
/// <summary>
|
|
/// The maximum amount of research points generated per second
|
|
/// This doesn't include the point bonus for being unstable.
|
|
/// </summary>
|
|
[DataField]
|
|
public int MaxPointsPerSecond = 70;
|
|
|
|
/// <summary>
|
|
/// The multiplier applied to the point value for the
|
|
/// anomaly being above the <see cref="GrowthThreshold"/>
|
|
/// </summary>
|
|
[DataField]
|
|
public float GrowingPointMultiplier = 1.5f;
|
|
#endregion
|
|
|
|
/// <summary>
|
|
/// A prototype entity that appears when an anomaly supercrit collapse.
|
|
/// </summary>
|
|
[DataField, ViewVariables(VVAccess.ReadWrite)]
|
|
public EntProtoId? CorePrototype;
|
|
|
|
/// <summary>
|
|
/// A prototype entity that appears when an anomaly decays.
|
|
/// </summary>
|
|
[DataField, ViewVariables(VVAccess.ReadWrite)]
|
|
public EntProtoId? CoreInertPrototype;
|
|
|
|
#region Behavior Deviations
|
|
|
|
[DataField]
|
|
public ProtoId<AnomalyBehaviorPrototype>? CurrentBehavior;
|
|
|
|
/// <summary>
|
|
/// Presumption of anomaly to change behavior. The higher the number, the higher the chance that the anomaly will change its behavior.
|
|
/// </summary>
|
|
[DataField]
|
|
public float Continuity = 0f;
|
|
|
|
/// <summary>
|
|
/// Minimum contituty probability chance, that can be selected by anomaly on MapInit
|
|
/// </summary>
|
|
[DataField]
|
|
public float MinContituty = 0.1f;
|
|
|
|
/// <summary>
|
|
/// Maximum contituty probability chance, that can be selected by anomaly on MapInit
|
|
/// </summary>
|
|
[DataField]
|
|
public float MaxContituty = 1.0f;
|
|
|
|
#endregion
|
|
|
|
#region Floating Animation
|
|
/// <summary>
|
|
/// How long it takes to go from the bottom of the animation to the top.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("animationTime")]
|
|
public float AnimationTime = 2f;
|
|
|
|
/// <summary>
|
|
/// How far it goes in any direction.
|
|
/// </summary>
|
|
[ViewVariables(VVAccess.ReadWrite)]
|
|
[DataField("offset")]
|
|
public Vector2 FloatingOffset = new(0, 0);
|
|
|
|
public readonly string AnimationKey = "anomalyfloat";
|
|
#endregion
|
|
|
|
[DataField]
|
|
public bool DeleteEntity = true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Event raised at regular intervals on an anomaly to do whatever its effect is.
|
|
/// </summary>
|
|
/// <param name="Anomaly">The anomaly pulsing</param>
|
|
/// <param name="Stability"></param>
|
|
/// <param name="Severity"></param>
|
|
[ByRefEvent]
|
|
public readonly record struct AnomalyPulseEvent(EntityUid Anomaly, float Stability, float Severity, float PowerModifier);
|
|
|
|
/// <summary>
|
|
/// Event raised on an anomaly when it reaches a supercritical point.
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public readonly record struct AnomalySupercriticalEvent(EntityUid Anomaly, float PowerModifier);
|
|
|
|
/// <summary>
|
|
/// Event broadcast after an anomaly goes supercritical
|
|
/// </summary>
|
|
/// <param name="Anomaly">The anomaly being shut down.</param>
|
|
/// <param name="Supercritical">Whether or not the anomaly shut down passively or via a supercritical event.</param>
|
|
[ByRefEvent]
|
|
public readonly record struct AnomalyShutdownEvent(EntityUid Anomaly, bool Supercritical);
|
|
|
|
/// <summary>
|
|
/// Event broadcast when an anomaly's severity is changed.
|
|
/// </summary>
|
|
/// <param name="Anomaly">The anomaly being changed</param>
|
|
[ByRefEvent]
|
|
public readonly record struct AnomalySeverityChangedEvent(EntityUid Anomaly, float Stability, float Severity);
|
|
|
|
/// <summary>
|
|
/// Event broadcast when an anomaly's stability is changed.
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public readonly record struct AnomalyStabilityChangedEvent(EntityUid Anomaly, float Stability, float Severity);
|
|
|
|
/// <summary>
|
|
/// Event broadcast when an anomaly's health is changed.
|
|
/// </summary>
|
|
/// <param name="Anomaly">The anomaly being changed</param>
|
|
[ByRefEvent]
|
|
public readonly record struct AnomalyHealthChangedEvent(EntityUid Anomaly, float Health);
|
|
|
|
/// <summary>
|
|
/// Event broadcast when an anomaly's behavior is changed.
|
|
/// This is raised after the relevant components are applied
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public readonly record struct AnomalyBehaviorChangedEvent(EntityUid Anomaly, ProtoId<AnomalyBehaviorPrototype>? Old, ProtoId<AnomalyBehaviorPrototype>? New);
|