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
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@@ -1,5 +1,6 @@
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using Content.Server.Xenoarchaeology.XenoArtifacts.Events;
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using Content.Shared.Xenoarchaeology.XenoArtifacts;
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using Robust.Server.GameObjects;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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@@ -9,6 +10,7 @@ public sealed class RandomArtifactSpriteSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IGameTiming _time = default!;
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[Dependency] private readonly AppearanceSystem _appearance = default!;
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public override void Initialize()
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{
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@@ -29,7 +31,7 @@ public sealed class RandomArtifactSpriteSystem : EntitySystem
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var timeDif = _time.CurTime - component.ActivationStart.Value;
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if (timeDif.Seconds >= component.ActivationTime)
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{
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appearance.SetData(SharedArtifactsVisuals.IsActivated, false);
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_appearance.SetData(appearance.Owner, SharedArtifactsVisuals.IsActivated, false, appearance);
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component.ActivationStart = null;
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}
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}
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@@ -37,19 +39,13 @@ public sealed class RandomArtifactSpriteSystem : EntitySystem
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private void OnMapInit(EntityUid uid, RandomArtifactSpriteComponent component, MapInitEvent args)
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{
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if (!TryComp(uid, out AppearanceComponent? appearance))
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return;
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var randomSprite = _random.Next(component.MinSprite, component.MaxSprite + 1);
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appearance.SetData(SharedArtifactsVisuals.SpriteIndex, randomSprite);
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_appearance.SetData(uid, SharedArtifactsVisuals.SpriteIndex, randomSprite);
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}
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private void OnActivated(EntityUid uid, RandomArtifactSpriteComponent component, ArtifactActivatedEvent args)
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{
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if (!TryComp(uid, out AppearanceComponent? appearance))
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return;
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appearance.SetData(SharedArtifactsVisuals.IsActivated, true);
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_appearance.SetData(uid, SharedArtifactsVisuals.IsActivated, true);
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component.ActivationStart = _time.CurTime;
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}
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}
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