* DAG Adjacency Matrix & Tests * Fix sandbox type errors * First pass on procgen * Procgen adjustments * Networking * Cruft and god and beauty and analysis console * convert to data types that dont make me want to kill myself * starting work on console UI * drawing nodes n shit * damn that ui FUCKS * XAT * Add a bunch of basic triggers * Fix trigger gen * Add node info into the analysis console UI * Add node unlocking * more trigger cuz thats pretty cool * final triggers + incorporate gnostic faith * some ui changes, mostly * Fix orphaned procgen segments * its not random dipshit * yeah... this one will make pjb happy.... * we call it a day for the UI * imagine... shared power code... * extraction WIP but we gotta sidequest momentarily * oh hey would you look at that its the actual functionality * distrotrased * Small departure for randomness. * ok yep yep indeed that is an effect very cool. * thanos snap oldcode * fuck it we ball * feat: node scanner now displays triggered nodes. Removed unused old artifact systems and related code (most of it). xml-doc and minor fixups. * refactor: most of preparations, cleanup and groundwork. also segment-related tests * feature: all basic effects returning * feat: finished effects lits, created weight lists for struct and handheld artifacts, fixed throw trigger and music ApplyComponent artifact effects not working * feat: prevent non-first-time-predicted calls in shared artifact effect systems * fix: remove gun effect from artifact effects - as it interferes with 'activate artefact' action * fix: foam reagent selection, neat ApplyComponents art effect scenarios, handheld art is RadiationReceiver again * fix: moved spawn/ pry&throw effect systems back to server part of code - entity duplication bugs were not quite fun * refactor: fix protos * refactor: fix linter * fix: fix old artifact component names in yml * fix: no more throwing error on artifact spawn with empty XAEFoamComponent.Reagents * fix: removed old component usage in maps * fix: remove more deleted components from map * fix: ContainerContainer is now part of initial artifact entity, it won't be affecting UninitializedSaveTest * refactor: fix tests, add loc description to toolshed commands * Changed node scanner to tell the whole story about current artifact state * refactor: remove excessive get of EntityCoordinates in XAE systems, removed Value access in NodeScannerDisplay * fix: turned off TriggerInteraction, removed XAESpawn usage and system, EmpSystem now can use EntityCoordinates, * fix: moved SharedXenoArtifactSystem.CancelUnlockingOnGraphStructureChange into RebuildXenoArtifactMetaData to lessen code coupling * fix: XenoArtifactEffectJunkSpawn moved invalid rolls declaration * refactor: set default value for XenoArtifactComponent.EffectsTable for tests * fix: now explosions XAE can be activated for effect * refactor: added some usedelay so artifactuse would'nt be spammed * refactor: artifact-related hints improvements * fix: artifact no longer spawns fauna into itself * refactor: xml-doc and minor refactoring * refactor: xml-doc for Xeno Artifact systems, renaming of questionable XAT systems * map for playtest, TODO REVERT THIS * fix: magboots trigger art from a mile * refactor: bind artifact animation to unlocking state * feat: radiation dmg now have reference to source (and artifacts won't irradiate themselves) * fix: random artifact node durability now is rolled for max and not current value * refactor: gas effects are more rare, hand-held artifact effects are filtered properly now, rad dmg trigger now requires only 20 dmg for activation * feat: animations and sound effects for artifact force-use and failed finish of unlocking phase * use only 1 file with art use animation * refactor: minor artifact dmg triggers tuning * feat: now nodes that CAN be unlocked are displayed with specific color in console. * feat: now unlocking stage time is dynamic and it depends on amount of triggers player activated correctly. Failed one stops incrementing * feat: now non-active unlocked nodes return more points if durability was not wasted * feat: now puddle/foam effects change description of node * fix: fix test failure * refactor: renamed phasing effect, fixed failing test for elkridge * minor balance changes * refactor: split rare materials into separate effects * feat: unlocked nodes without successor wont listen to unlocks, node unlock is not activating node * fix: removed OnIrradiatedEvent duplicate c-tor * revert changes of reach for playtest * revert last row empty line removal on reach.yml * fix: fix PVS bug, born from attempt to relay event to art nodes that were not synced yet to the client * fix: fix elkridge for tests (again) * refactor: xml-doc, more stuff predicted, allocation optimization in XAE/XAT systems * refactor: naming * refactor: extract variable refactor for XAEApplyComponentsSystem.OnActivated insides * fix: duplicate xeno artifact unlocking sound fixed * feat: CreatePuddle xeno artifact effect now can have min and max borders for chamicals to be drafted, minor XAECreatePuddleSystem refactor * feat: networking for shared XAE components + xml-doc leftovers * refactor: more xml-doc, fix XAEApplyComponentsComponent.Components not being serializable but trying to be * refactor: xml-docs and XAEThrowThingsAroundSystem now uses circle and not box for prying tiles * refactor: xml-docs, minor refactors * revert XenoArtifactCommand.ArtifactPrototype being PrototId * refactor: simplify the way ExtractionResearchLabel works --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com> Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
147 lines
3.7 KiB
C#
147 lines
3.7 KiB
C#
using System.Collections;
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using Robust.Shared.Audio.Midi;
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using Robust.Shared.GameStates;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Instruments;
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[NetworkedComponent]
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[Access(typeof(SharedInstrumentSystem))]
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public abstract partial class SharedInstrumentComponent : Component
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{
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[ViewVariables]
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public bool Playing { get; set; }
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[DataField("program"), ViewVariables(VVAccess.ReadWrite)]
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public byte InstrumentProgram { get; set; }
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[DataField("bank"), ViewVariables(VVAccess.ReadWrite)]
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public byte InstrumentBank { get; set; }
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[DataField("allowPercussion"), ViewVariables(VVAccess.ReadWrite)]
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public bool AllowPercussion { get; set; }
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[DataField("allowProgramChange"), ViewVariables(VVAccess.ReadWrite)]
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public bool AllowProgramChange { get ; set; }
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[DataField("respectMidiLimits"), ViewVariables(VVAccess.ReadWrite)]
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public bool RespectMidiLimits { get; set; } = true;
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[ViewVariables(VVAccess.ReadWrite)]
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public EntityUid? Master { get; set; } = null;
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[ViewVariables]
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public BitArray FilteredChannels { get; set; } = new(RobustMidiEvent.MaxChannels, true);
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}
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/// <summary>
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/// Component that indicates that musical instrument was activated (ui opened).
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class ActiveInstrumentComponent : Component;
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[Serializable, NetSerializable]
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public sealed class InstrumentComponentState : ComponentState
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{
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public bool Playing;
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public byte InstrumentProgram;
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public byte InstrumentBank;
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public bool AllowPercussion;
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public bool AllowProgramChange;
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public bool RespectMidiLimits;
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public NetEntity? Master;
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public BitArray FilteredChannels = default!;
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}
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/// <summary>
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/// This message is sent to the client to completely stop midi input and midi playback.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class InstrumentStopMidiEvent : EntityEventArgs
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{
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public NetEntity Uid { get; }
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public InstrumentStopMidiEvent(NetEntity uid)
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{
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Uid = uid;
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}
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}
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/// <summary>
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/// Send from the client to the server to set a master instrument.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class InstrumentSetMasterEvent : EntityEventArgs
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{
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public NetEntity Uid { get; }
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public NetEntity? Master { get; }
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public InstrumentSetMasterEvent(NetEntity uid, NetEntity? master)
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{
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Uid = uid;
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Master = master;
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}
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}
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/// <summary>
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/// Send from the client to the server to set a master instrument channel.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class InstrumentSetFilteredChannelEvent : EntityEventArgs
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{
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public NetEntity Uid { get; }
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public int Channel { get; }
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public bool Value { get; }
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public InstrumentSetFilteredChannelEvent(NetEntity uid, int channel, bool value)
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{
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Uid = uid;
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Channel = channel;
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Value = value;
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}
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}
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/// <summary>
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/// This message is sent to the client to start the synth.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class InstrumentStartMidiEvent : EntityEventArgs
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{
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public NetEntity Uid { get; }
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public InstrumentStartMidiEvent(NetEntity uid)
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{
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Uid = uid;
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}
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}
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/// <summary>
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/// This message carries a MidiEvent to be played on clients.
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/// </summary>
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[Serializable, NetSerializable]
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public sealed class InstrumentMidiEventEvent : EntityEventArgs
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{
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public NetEntity Uid { get; }
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public RobustMidiEvent[] MidiEvent { get; }
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public InstrumentMidiEventEvent(NetEntity uid, RobustMidiEvent[] midiEvent)
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{
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Uid = uid;
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MidiEvent = midiEvent;
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}
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}
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[NetSerializable, Serializable]
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public enum InstrumentUiKey
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{
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Key,
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}
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