Files
tbd-station-14/Content.Server/Anomaly/AnomalySystem.cs
chromiumboy 26eb71f1eb C.H.I.M.P handcannon redesign (#19004)
* Added basic alternative fire mode system for the CHIMP

* Redesign of the CHIMP handcannon
- the CHIMP now has an internal rechargable battery (10 shots at 100% charge)
- it has three alternative fire modes, one for each particle type, that its user can easily switch between
- syndicate scientists have access to an experimental version which can also fire omega particles (4 TC)
- each particle type now has a distinct color and damage type: delta (red): heat, epsilon (green): radiation, zeta (yellow): shock, omega (purple): heat + radiation. This affects A.P.E.s as well
- CHIMP particles now do 10 damage (up from 5)
- all CHIMP particle cartridges have been removed from the game (including the syndicate omega particle ammo pack)

* Code revisions

* Code revisions
- Removed changes to particle damage and damage types
- The experimental CHIMP was removed from the syndicate uplink and replaced with an upgrade kit, which when used on a standard CHIMP will convert it to an experimental one

* Code revisions
- Added a 2 second DoAfter for applying the upgrade kit

* Fixed spelling mistake

* Update projectiles.yml

Removed commented code

* Update Content.Server/Weapons/Ranged/Systems/AlternativeFireModesSystem.cs

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Code revisions
- Implemented changes requested by EmoGarbage
- Removed UpgradeKitComponent in favor of using a construction graph
- Renamed AlternativeFireModesComponent.cs to BatteryWeaponFireModesComponent.cs

Textures
- Reverted omega particle to being a green color
- Epsilon particles are now a cyan color

* Added comments

* Revisions
- Moved BatteryWeaponFireModesComponent from Shared to Server
- Restricted access to this component to BatteryWeaponFireModesSystem
- Changed the CHIMP upgrade kit to a chip
- Updated the localization files to reflect this change

* Delete interaction-upgrade-kit-component.ftl

This file is no longer needed

* Update battery_guns.yml

Added new description for the experimental CHIMP

* Update battery_guns.yml

Updated experimental CHIMP description again...

* Fixed issue with ItemComponent

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
2023-08-19 18:54:52 -04:00

144 lines
5.9 KiB
C#

using Content.Server.Anomaly.Components;
using Content.Server.Atmos.EntitySystems;
using Content.Server.Audio;
using Content.Server.Explosion.EntitySystems;
using Content.Server.Materials;
using Content.Server.Radio.EntitySystems;
using Content.Server.Station.Systems;
using Content.Shared.Anomaly;
using Content.Shared.Anomaly.Components;
using Content.Shared.DoAfter;
using Robust.Server.GameObjects;
using Robust.Shared.Configuration;
using Robust.Shared.Physics.Events;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
namespace Content.Server.Anomaly;
/// <summary>
/// This handles logic and interactions relating to <see cref="AnomalyComponent"/>
/// </summary>
public sealed partial class AnomalySystem : SharedAnomalySystem
{
[Dependency] private readonly IConfigurationManager _configuration = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly AmbientSoundSystem _ambient = default!;
[Dependency] private readonly AtmosphereSystem _atmosphere = default!;
[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
[Dependency] private readonly ExplosionSystem _explosion = default!;
[Dependency] private readonly MaterialStorageSystem _material = default!;
[Dependency] private readonly SharedPointLightSystem _pointLight = default!;
[Dependency] private readonly StationSystem _station = default!;
[Dependency] private readonly RadioSystem _radio = default!;
[Dependency] private readonly UserInterfaceSystem _ui = default!;
public const float MinParticleVariation = 0.8f;
public const float MaxParticleVariation = 1.2f;
/// <inheritdoc/>
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<AnomalyComponent, MapInitEvent>(OnMapInit);
SubscribeLocalEvent<AnomalyComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<AnomalyComponent, StartCollideEvent>(OnStartCollide);
InitializeGenerator();
InitializeScanner();
InitializeVessel();
InitializeCommands();
}
private void OnMapInit(EntityUid uid, AnomalyComponent component, MapInitEvent args)
{
component.NextPulseTime = Timing.CurTime + GetPulseLength(component) * 3; // longer the first time
ChangeAnomalyStability(uid, Random.NextFloat(component.InitialStabilityRange.Item1 , component.InitialStabilityRange.Item2), component);
ChangeAnomalySeverity(uid, Random.NextFloat(component.InitialSeverityRange.Item1, component.InitialSeverityRange.Item2), component);
var particles = new List<AnomalousParticleType>
{ AnomalousParticleType.Delta, AnomalousParticleType.Epsilon, AnomalousParticleType.Zeta };
component.SeverityParticleType = Random.PickAndTake(particles);
component.DestabilizingParticleType = Random.PickAndTake(particles);
component.WeakeningParticleType = Random.PickAndTake(particles);
}
private void OnShutdown(EntityUid uid, AnomalyComponent component, ComponentShutdown args)
{
EndAnomaly(uid, component);
}
private void OnStartCollide(EntityUid uid, AnomalyComponent component, ref StartCollideEvent args)
{
if (!TryComp<AnomalousParticleComponent>(args.OtherEntity, out var particle))
return;
if (args.OtherFixture.ID != particle.FixtureId)
return;
// small function to randomize because it's easier to read like this
float VaryValue(float v) => v * Random.NextFloat(MinParticleVariation, MaxParticleVariation);
if (particle.ParticleType == component.DestabilizingParticleType || particle.DestabilzingOverride)
{
ChangeAnomalyStability(uid, VaryValue(particle.StabilityPerDestabilizingHit), component);
}
if (particle.ParticleType == component.SeverityParticleType || particle.SeverityOverride)
{
ChangeAnomalySeverity(uid, VaryValue(particle.SeverityPerSeverityHit), component);
}
if (particle.ParticleType == component.WeakeningParticleType || particle.WeakeningOverride)
{
ChangeAnomalyHealth(uid, VaryValue(particle.HealthPerWeakeningeHit), component);
ChangeAnomalyStability(uid, VaryValue(particle.StabilityPerWeakeningeHit), component);
}
}
/// <summary>
/// Gets the amount of research points generated per second for an anomaly.
/// </summary>
/// <param name="anomaly"></param>
/// <param name="component"></param>
/// <returns>The amount of points</returns>
public int GetAnomalyPointValue(EntityUid anomaly, AnomalyComponent? component = null)
{
if (!Resolve(anomaly, ref component, false))
return 0;
var multiplier = 1f;
if (component.Stability > component.GrowthThreshold)
multiplier = component.GrowingPointMultiplier; //more points for unstable
//penalty of up to 50% based on health
multiplier *= MathF.Pow(1.5f, component.Health) - 0.5f;
var severityValue = 1 / (1 + MathF.Pow(MathF.E, -7 * (component.Severity - 0.5f)));
return (int) ((component.MaxPointsPerSecond - component.MinPointsPerSecond) * severityValue * multiplier) + component.MinPointsPerSecond;
}
/// <summary>
/// Gets the localized name of a particle.
/// </summary>
/// <param name="type"></param>
/// <returns></returns>
public string GetParticleLocale(AnomalousParticleType type)
{
return type switch
{
AnomalousParticleType.Delta => Loc.GetString("anomaly-particles-delta"),
AnomalousParticleType.Epsilon => Loc.GetString("anomaly-particles-epsilon"),
AnomalousParticleType.Zeta => Loc.GetString("anomaly-particles-zeta"),
_ => throw new ArgumentOutOfRangeException()
};
}
public override void Update(float frameTime)
{
base.Update(frameTime);
UpdateGenerator();
UpdateVessels();
}
}