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- 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");
- #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);
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