* Creates Content.Shared.Chemistry.Solutions Copies Solution class to new namespace Obsoletes old Solution class * Switches over to the Solutions.Solution Solution * Creates Content.Shared.Chemistry.Containers Copies relevant components/systems to the new namespace Obsoletes old versions * Switches over to the Containers.XYZ namespace * Creates SolutionSystem and obsoletes old SolutionContainerSystem methods * Start using SolutionSystem for Solution manipulation * EnumerateSolutions * Move TryGetMixableSolution * Move EnsureSolution to Server * Create Solution Entities * Stop using obsolete solution system methods * Fix prototype component tests * Add using ..Audio.Systems; back * Wrap solution container slots in ContainerSlots * Actually add the slot to the solution container map * Dirty SolutionContainerComponent when ensuring solutions * Revert namespace changes * Remerge SolutionSystem and SolutionContainerSystem * SolutionContainerManagerComponent refactor * Avoid wrapping necessary code in DebugTools.Assert as it is removed when compiling for release * Readd examine reagent sorting * Fix errors * Poke tests * Fix solution names not being applied * Fix WoolyComponent including statement * Fix merge skew * Fix compile errors * Make reactions use solntities * Reindent solution class namespace * Field attribute changes * AutoGenerateComponentState for SolutionContainerComponent * SolutionContainerComponent -> ContainedSolutionComponent * ref ReactionAttemptEvent * Denetwork preinit solutions * Misc 1 * Nullable TryGetSolution out vars * Cache associated solutions * Fix merge skew * Use explicit regions in SharedSolutionContainerSystem.Capabilities * Add debug assert * Use explicit regions in SharedSolutionContainerSystem.Relay + ref SolutionContainerChangedEvent * ContainedSolutionComponent.Name -> ContainedSolutionComponent.ContainerName * SolutionComponent doc comments * Implicit DataField names and property purge * ReagentEffect DataField names * Local variables for readability * Sort using statements + Entity<T> event handlers * Fix compile erros * Fix compile errors --------- Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
103 lines
4.2 KiB
C#
103 lines
4.2 KiB
C#
using Content.Server.Anomaly.Effects;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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using System.Numerics;
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namespace Content.Server.Anomaly.Components;
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/// <summary>
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/// This component allows the anomaly to generate a random type of reagent in the specified SolutionContainer.
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/// With the increasing severity of the anomaly, the type of reagent produced may change.
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/// The higher the severity of the anomaly, the higher the chance of dangerous or useful reagents.
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/// </summary>
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[RegisterComponent, Access(typeof(ReagentProducerAnomalySystem))]
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public sealed partial class ReagentProducerAnomalyComponent : Component
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{
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//the addition of the reagent will occur instantly when an anomaly appears,
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//and there will not be the first three seconds of a white empty anomaly.
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public float AccumulatedFrametime = 3.0f;
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/// <summary>
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/// How frequently should this reagent generation update, in seconds?
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float UpdateInterval = 3.0f;
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/// <summary>
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/// The spread of the random weight of the choice of this category, depending on the severity.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public Vector2 WeightSpreadDangerous = new(5.0f, 9.0f);
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/// <summary>
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/// The spread of the random weight of the choice of this category, depending on the severity.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public Vector2 WeightSpreadFun = new(3.0f, 0.0f);
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/// <summary>
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/// The spread of the random weight of the choice of this category, depending on the severity.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public Vector2 WeightSpreadUseful = new(1.0f, 1.0f);
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/// <summary>
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/// Category of dangerous reagents for injection. Various toxins and poisons
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public List<ProtoId<ReagentPrototype>> DangerousChemicals = new();
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/// <summary>
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/// Category of useful reagents for injection. Medicine and other things that players WANT to get
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public List<ProtoId<ReagentPrototype>> UsefulChemicals = new();
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/// <summary>
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/// Category of fun reagents for injection. Glue, drugs, beer. Something that will bring fun.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public List<ProtoId<ReagentPrototype>> FunChemicals = new();
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/// <summary>
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/// Noise made when anomaly pulse.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public SoundSpecifier ChangeSound = new SoundPathSpecifier("/Audio/Effects/waterswirl.ogg");
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/// <summary>
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/// The component will repaint the sprites of the object to match the current color of the solution,
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/// if the RandomSprite component is hung correctly.
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/// Ideally, this should be put into a separate component, but I suffered for 4 hours,
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/// and nothing worked out for me. So for now it will be like this.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadOnly)]
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public bool NeedRecolor = false;
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/// <summary>
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/// the maximum amount of reagent produced per second
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float MaxReagentProducing = 1.5f;
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/// <summary>
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/// how much does the reagent production increase before entering the supercritical state
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float SupercriticalReagentProducingModifier = 100f;
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/// <summary>
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/// The name of the reagent that the anomaly produces.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public ProtoId<ReagentPrototype> ProducingReagent = "Water";
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/// <summary>
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/// Solution name where the substance is generated
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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[DataField("solution")]
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public string SolutionName = "default";
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/// <summary>
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/// Solution where the substance is generated
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/// </summary>
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[DataField("solutionRef")]
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public Entity<SolutionComponent>? Solution = null;
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}
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