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 Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Xenoarchaeology.XenoArtifacts;
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/// <summary>
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/// This is a prototype for...
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/// </summary>
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[Prototype("artifactEffect")]
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[DataDefinition]
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public sealed class ArtifactEffectPrototype : IPrototype
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{
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/// <inheritdoc/>
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[IdDataField]
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public string ID { get; } = default!;
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/// <summary>
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/// Components that are added to the artifact when the specfic effect is active.
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/// These are removed after the node is exited and the effect is changed.
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/// </summary>
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[DataField("components", serverOnly: true)]
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public EntityPrototype.ComponentRegistry Components = new();
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/// <summary>
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/// Components that are permanently added to an entity when the effect's node is entered.
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/// </summary>
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[DataField("permanentComponents")]
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public EntityPrototype.ComponentRegistry PermanentComponents = new();
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//TODO: make this a list so we can have multiple target depths
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[DataField("targetDepth")]
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public int TargetDepth = 0;
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[DataField("effectHint")]
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public string? EffectHint;
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}
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Xenoarchaeology.XenoArtifacts;
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/// <summary>
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/// This is a prototype for...
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/// </summary>
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[Prototype("artifactTrigger")]
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[DataDefinition]
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public sealed class ArtifactTriggerPrototype : IPrototype
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{
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/// <inheritdoc/>
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[IdDataField]
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public string ID { get; } = default!;
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[DataField("components", serverOnly: true)]
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public EntityPrototype.ComponentRegistry Components = new();
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[DataField("targetDepth")]
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public int TargetDepth = 0;
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[DataField("triggerHint")]
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public string? TriggerHint;
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}
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