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 +1,40 @@
using Content.Server.Atmos.EntitySystems;
using Content.Server.Xenoarchaeology.XenoArtifacts.Triggers.Components;
using Robust.Server.GameObjects;
namespace Content.Server.Xenoarchaeology.XenoArtifacts.Triggers.Systems;
/// <summary>
/// This handles activation upon certain pressure thresholds.
/// </summary>
public sealed class ArtifactPressureTriggerSystem : EntitySystem
{
[Dependency] private readonly AtmosphereSystem _atmosphereSystem = default!;
[Dependency] private readonly ArtifactSystem _artifactSystem = default!;
[Dependency] private readonly TransformSystem _transformSystem = default!;
public override void Update(float frameTime)
{
base.Update(frameTime);
List<ArtifactComponent> toUpdate = new();
foreach (var (trigger, artifact, transform) in EntityQuery<ArtifactPressureTriggerComponent, ArtifactComponent, TransformComponent>())
{
var uid = trigger.Owner;
var environment = _atmosphereSystem.GetTileMixture(transform.GridUid, transform.MapUid,
_transformSystem.GetGridOrMapTilePosition(uid, transform));
if (environment == null)
continue;
var pressure = environment.Pressure;
if (pressure >= trigger.MaxPressureThreshold || pressure <= trigger.MinPressureThreshold)
toUpdate.Add(artifact);
}
foreach (var a in toUpdate)
{
_artifactSystem.TryActivateArtifact(a.Owner, null, a);
}
}
}