XenoArch [Science Overhaul] (#12204)
* multi-node xeno artifacts * refactor existing artifact effects * more tweaks to generation * more shit plus fix tests * more generation stuff plus threat levels * doink * now make it build * defer the artifact activation to not cause errors also pricing * some changes * all of the yaml + ui stuff for artifact analyzer * machine linking and starting to make the ui functional * artifact analyzer display * a shit ton of artifact analyzer stuff * more changes; making destroy work properly; progress bar tweaks * getting shit going! ALL RIGHT * small tweaks that didn't help much * Komm susser todd: the end of analysis * recipes and hints and ui, oh my! * add some in-game sources gotta prepare for day 1 launch * node data + ditch random seed in place of id * bunch of triggers * finish off the last few triggers * implement machine examine verb * knock, flicker, blink, throw * shatter, foam, shuffle, heat * fix all the shit i broke * *some* of these have to be good, no? 25 effects * callin' it there for effects * comments + reword some trigger hints * don't mind this little commit here * byref event * fix brokey node entry * fix low pressure trigger * mirror review plus fixing 0x40's bug also the throw artifact threw incorrectly * randomize the event message a teeny bit
This commit is contained in:
@@ -2,33 +2,32 @@
|
||||
using Content.Server.Atmos.EntitySystems;
|
||||
using Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Components;
|
||||
using Content.Server.Xenoarchaeology.XenoArtifacts.Events;
|
||||
using Robust.Shared.Random;
|
||||
|
||||
namespace Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Systems;
|
||||
|
||||
public sealed class GasArtifactSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
|
||||
[Dependency] private readonly IRobustRandom _random = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
SubscribeLocalEvent<GasArtifactComponent, MapInitEvent>(OnMapInit);
|
||||
SubscribeLocalEvent<GasArtifactComponent, ArtifactNodeEnteredEvent>(OnNodeEntered);
|
||||
SubscribeLocalEvent<GasArtifactComponent, ArtifactActivatedEvent>(OnActivate);
|
||||
}
|
||||
|
||||
private void OnMapInit(EntityUid uid, GasArtifactComponent component, MapInitEvent args)
|
||||
private void OnNodeEntered(EntityUid uid, GasArtifactComponent component, ArtifactNodeEnteredEvent args)
|
||||
{
|
||||
if (component.SpawnGas == null && component.PossibleGases.Length != 0)
|
||||
if (component.SpawnGas == null && component.PossibleGases.Count != 0)
|
||||
{
|
||||
var gas = _random.Pick(component.PossibleGases);
|
||||
var gas = component.PossibleGases[args.RandomSeed % component.PossibleGases.Count];
|
||||
component.SpawnGas = gas;
|
||||
}
|
||||
|
||||
if (component.SpawnTemperature == null)
|
||||
{
|
||||
var temp = _random.NextFloat(component.MinRandomTemperature, component.MaxRandomTemperature);
|
||||
var temp = args.RandomSeed % component.MaxRandomTemperature - component.MinRandomTemperature +
|
||||
component.MinRandomTemperature;
|
||||
component.SpawnTemperature = temp;
|
||||
}
|
||||
}
|
||||
@@ -38,8 +37,6 @@ public sealed class GasArtifactSystem : EntitySystem
|
||||
if (component.SpawnGas == null || component.SpawnTemperature == null)
|
||||
return;
|
||||
|
||||
var transform = Transform(uid);
|
||||
|
||||
var environment = _atmosphereSystem.GetContainingMixture(uid, false, true);
|
||||
if (environment == null)
|
||||
return;
|
||||
|
||||
Reference in New Issue
Block a user