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