Anomaly events & science point gen tweaks (#13590)

This commit is contained in:
Nemanja
2023-01-20 19:42:38 -05:00
committed by GitHub
parent f57f9e9ffb
commit cd52b458df
15 changed files with 207 additions and 43 deletions

View File

@@ -17,9 +17,6 @@ public sealed partial class ArtifactSystem : EntitySystem
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly IRobustRandom _random = default!;
private const int PricePerNode = 500;
private const int PointsPerNode = 5000;
public override void Initialize()
{
base.Initialize();
@@ -34,7 +31,7 @@ public sealed partial class ArtifactSystem : EntitySystem
private void OnInit(EntityUid uid, ArtifactComponent component, MapInitEvent args)
{
RandomizeArtifact(component);
RandomizeArtifact(uid, component);
}
/// <summary>
@@ -52,7 +49,7 @@ public sealed partial class ArtifactSystem : EntitySystem
if (component.NodeTree == null)
return;
var price = component.NodeTree.AllNodes.Sum(GetNodePrice);
var price = component.NodeTree.AllNodes.Sum(x => GetNodePrice(x, component));
// 25% bonus for fully exploring every node.
var fullyExploredBonus = component.NodeTree.AllNodes.Any(x => !x.Triggered) ? 1 : 1.25f;
@@ -60,7 +57,7 @@ public sealed partial class ArtifactSystem : EntitySystem
args.Price =+ price * fullyExploredBonus;
}
private float GetNodePrice(ArtifactNode node)
private float GetNodePrice(ArtifactNode node, ArtifactComponent component)
{
if (!node.Discovered) //no money for undiscovered nodes.
return 0;
@@ -70,7 +67,7 @@ public sealed partial class ArtifactSystem : EntitySystem
//the danger is the average of node depth, effect danger, and trigger danger.
var nodeDanger = (node.Depth + node.Effect.TargetDepth + node.Trigger.TargetDepth) / 3;
var price = MathF.Pow(2f, nodeDanger) * PricePerNode * priceMultiplier;
var price = MathF.Pow(2f, nodeDanger) * component.PricePerNode * priceMultiplier;
return price;
}
@@ -78,43 +75,52 @@ public sealed partial class ArtifactSystem : EntitySystem
/// Calculates how many research points the artifact is worht
/// </summary>
/// <remarks>
/// Rebalance this shit at some point. Definitely OP.
/// General balancing (for fully unlocked artifacts):
/// Simple (1-2 Nodes): ~10K
/// Medium (5-8 Nodes): ~30-40K
/// Complex (7-12 Nodes): ~60-80K
///
/// Simple artifacts should be enough to unlock a few techs.
/// Medium should get you partway through a tree.
/// Complex should get you through a full tree and then some.
/// </remarks>
public int GetResearchPointValue(EntityUid uid, ArtifactComponent? component = null)
{
if (!Resolve(uid, ref component) || component.NodeTree == null)
return 0;
var sumValue = component.NodeTree.AllNodes.Sum(GetNodePointValue);
var sumValue = component.NodeTree.AllNodes.Sum(n => GetNodePointValue(n, component));
var fullyExploredBonus = component.NodeTree.AllNodes.Any(x => !x.Triggered) ? 1 : 1.25f;
var pointValue = (int) (sumValue * fullyExploredBonus);
return pointValue;
}
private float GetNodePointValue(ArtifactNode node)
/// <summary>
/// Gets the point value for an individual node
/// </summary>
private float GetNodePointValue(ArtifactNode node, ArtifactComponent component)
{
if (!node.Discovered)
return 0;
var valueDeduction = !node.Triggered ? 0.5f : 1;
var valueDeduction = !node.Triggered ? 0.25f : 1;
var nodeDanger = (node.Depth + node.Effect.TargetDepth + node.Trigger.TargetDepth) / 3;
return (nodeDanger+1) * PointsPerNode * valueDeduction;
return component.PointsPerNode * MathF.Pow(component.PointDangerMultiplier, nodeDanger) * valueDeduction;
}
/// <summary>
/// Randomize a given artifact.
/// </summary>
[PublicAPI]
public void RandomizeArtifact(ArtifactComponent component)
public void RandomizeArtifact(EntityUid uid, ArtifactComponent component)
{
var nodeAmount = _random.Next(component.NodesMin, component.NodesMax);
component.NodeTree = new ArtifactTree();
GenerateArtifactNodeTree(component.Owner, ref component.NodeTree, nodeAmount);
EnterNode(component.Owner, ref component.NodeTree.StartNode, component);
GenerateArtifactNodeTree(uid, ref component.NodeTree, nodeAmount);
EnterNode(uid, ref component.NodeTree.StartNode, component);
}
/// <summary>
@@ -166,21 +172,21 @@ public sealed partial class ArtifactSystem : EntitySystem
component.CurrentNode.Triggered = true;
if (component.CurrentNode.Edges.Any())
{
var newNode = GetNewNode(component);
var newNode = GetNewNode(uid, component);
if (newNode == null)
return;
EnterNode(uid, ref newNode, component);
}
}
private ArtifactNode? GetNewNode(ArtifactComponent component)
private ArtifactNode? GetNewNode(EntityUid uid, ArtifactComponent component)
{
if (component.CurrentNode == null)
return null;
var allNodes = component.CurrentNode.Edges;
if (TryComp<BiasedArtifactComponent>(component.Owner, out var bias) &&
if (TryComp<BiasedArtifactComponent>(uid, out var bias) &&
TryComp<TraversalDistorterComponent>(bias.Provider, out var trav) &&
_random.Prob(trav.BiasChance) &&
this.IsPowered(bias.Provider, EntityManager))