* add first anomaly core * meme * 5 min to 10 min fix yml * fix * Update doc * no static price
284 lines
9.6 KiB
C#
284 lines
9.6 KiB
C#
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.Prototypes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Anomaly.Components;
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/// <summary>
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/// This is used for tracking the general behavior of anomalies.
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/// This doesn't contain the specific implementations for what
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/// they do, just the generic behaviors associated with them.
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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, 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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/// How likely an anomaly is to grow more dangerous. Moves both up and down.
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/// Ranges from 0 to 1.
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/// Values less than 0.5 indicate stability, whereas values greater
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/// than 0.5 indicate instability, which causes increases in severity.
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/// </summary>
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/// <remarks>
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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), AutoNetworkedField]
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public float Stability = 0f;
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/// <summary>
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/// How severe the effects of an anomaly are. Moves only upwards.
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/// Ranges from 0 to 1.
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/// A value of 0 indicates effects of extrememly minimal severity, whereas greater
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/// values indicate effects of linearly increasing severity.
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/// </summary>
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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), AutoNetworkedField]
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public float Severity = 0f;
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#region Health
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/// <summary>
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/// The internal "health" of an anomaly.
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/// Ranges from 0 to 1.
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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), AutoNetworkedField]
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public float Health = 1f;
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/// <summary>
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/// If the <see cref="Stability"/> of the anomaly exceeds this value, it
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/// becomes too unstable to support itself and starts decreasing in <see cref="Health"/>.
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/// </summary>
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[DataField("decayhreshold"), ViewVariables(VVAccess.ReadWrite)]
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public float DecayThreshold = 0.15f;
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/// <summary>
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/// The amount of health lost when the stability is below the <see cref="DecayThreshold"/>
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/// </summary>
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[DataField("healthChangePerSecond"), ViewVariables(VVAccess.ReadWrite)]
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public float HealthChangePerSecond = -0.01f;
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#endregion
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#region Growth
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/// <summary>
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/// If the <see cref="Stability"/> of the anomaly exceeds this value, it
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/// becomes unstable and starts increasing in <see cref="Severity"/>.
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/// </summary>
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[DataField("growthThreshold"), ViewVariables(VVAccess.ReadWrite)]
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public float GrowthThreshold = 0.5f;
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/// <summary>
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/// A coefficient used for calculating the increase in severity when above the GrowthThreshold
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/// </summary>
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[DataField("severityGrowthCoefficient"), ViewVariables(VVAccess.ReadWrite)]
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public float SeverityGrowthCoefficient = 0.07f;
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#endregion
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#region Pulse
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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(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]
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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]
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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]
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public float PulseVariation = 0.1f;
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/// <summary>
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/// The range that an anomaly's stability can vary each pulse. Scales with severity.
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/// </summary>
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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]
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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]
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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]
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public SoundSpecifier? SupercriticalSound = new SoundCollectionSpecifier("explosion");
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#endregion
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/// <summary>
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/// The range of initial values for stability
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/// </summary>
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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]
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public (float, float) InitialStabilityRange = (0.4f, 0.6f);
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/// <summary>
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/// The range of initial values for severity
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/// </summary>
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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]
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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]
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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]
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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]
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public AnomalousParticleType WeakeningParticleType;
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#region Points and Vessels
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/// <summary>
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/// The vessel that the anomaly is connceted to. Stored so that multiple
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/// vessels cannot connect to the same anomaly.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public EntityUid? ConnectedVessel;
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/// <summary>
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/// The minimum amount of research points generated per second
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/// </summary>
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[DataField("minPointsPerSecond")]
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public int MinPointsPerSecond = 10;
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/// <summary>
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/// The maximum amount of research points generated per second
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/// This doesn't include the point bonus for being unstable.
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/// </summary>
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[DataField("maxPointsPerSecond")]
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public int MaxPointsPerSecond = 80;
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/// <summary>
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/// The multiplier applied to the point value for the
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/// anomaly being above the <see cref="GrowthThreshold"/>
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/// </summary>
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[DataField("growingPointMultiplier")]
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public float GrowingPointMultiplier = 1.5f;
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#endregion
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/// <summary>
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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(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]
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public SoundSpecifier AnomalyContactDamageSound = new SoundPathSpecifier("/Audio/Effects/lightburn.ogg");
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/// <summary>
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/// A prototype entity that appears when an anomaly supercrit collapse.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public EntProtoId? CorePrototype;
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/// <summary>
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/// A prototype entity that appears when an anomaly decays.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public EntProtoId? CoreInertPrototype;
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#region Floating Animation
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/// <summary>
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/// How long it takes to go from the bottom of the animation to the top.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("animationTime")]
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public float AnimationTime = 2f;
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/// <summary>
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/// How far it goes in any direction.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("offset")]
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public Vector2 FloatingOffset = new(0, 0.15f);
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public readonly string AnimationKey = "anomalyfloat";
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#endregion
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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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/// <param name="Stability"></param>
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/// <param name="Severity"></param>
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[ByRefEvent]
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public readonly record struct AnomalyPulseEvent(float Stability, float Severity);
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/// <summary>
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/// Event raised on an anomaly when it reaches a supercritical point.
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/// </summary>
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[ByRefEvent]
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public readonly record struct AnomalySupercriticalEvent;
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/// <summary>
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/// Event broadcast after an anomaly goes supercritical
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/// </summary>
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/// <param name="Anomaly">The anomaly being shut down.</param>
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/// <param name="Supercritical">Whether or not the anomaly shut down passively or via a supercritical event.</param>
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[ByRefEvent]
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public readonly record struct AnomalyShutdownEvent(EntityUid Anomaly, bool Supercritical);
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/// <summary>
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/// Event broadcast when an anomaly's severity is changed.
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/// </summary>
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/// <param name="Anomaly">The anomaly being changed</param>
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[ByRefEvent]
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public readonly record struct AnomalySeverityChangedEvent(EntityUid Anomaly, float Severity);
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/// <summary>
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/// Event broadcast when an anomaly's stability is changed.
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/// </summary>
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[ByRefEvent]
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public readonly record struct AnomalyStabilityChangedEvent(EntityUid Anomaly, float Stability);
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/// <summary>
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/// Event broadcast when an anomaly's health is changed.
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/// </summary>
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/// <param name="Anomaly">The anomaly being changed</param>
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[ByRefEvent]
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public readonly record struct AnomalyHealthChangedEvent(EntityUid Anomaly, float Health);
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