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:
Nemanja
2022-11-06 18:05:44 -05:00
committed by GitHub
parent 0d4a605a94
commit 273e0968e4
107 changed files with 3321 additions and 358 deletions

View File

@@ -0,0 +1,46 @@
using System.Linq;
using Content.Server.Instruments;
using Content.Server.Xenoarchaeology.XenoArtifacts.Triggers.Components;
namespace Content.Server.Xenoarchaeology.XenoArtifacts.Triggers.Systems;
/// <summary>
/// This handles activating an artifact when music is playing nearby
/// </summary>
public sealed class ArtifactMusicTriggerSystem : EntitySystem
{
[Dependency] private readonly ArtifactSystem _artifact = default!;
public override void Update(float frameTime)
{
base.Update(frameTime);
var artifactQuery = EntityQuery<ArtifactMusicTriggerComponent, TransformComponent>().ToArray();
if (!artifactQuery.Any())
return;
List<EntityUid> toActivate = new();
//assume that there's more instruments than artifacts
foreach (var activeinstrument in EntityQuery<ActiveInstrumentComponent>())
{
var instXform = Transform(activeinstrument.Owner);
foreach (var (trigger, xform) in artifactQuery)
{
if (!instXform.Coordinates.TryDistance(EntityManager, xform.Coordinates, out var distance))
continue;
if (distance > trigger.Range)
continue;
toActivate.Add(trigger.Owner);
}
}
foreach (var a in toActivate)
{
_artifact.TryActivateArtifact(a);
}
}
}