Merge remote-tracking branch 'upstream/master' into upstream

# Conflicts:
#	Content.Client/Access/AccessOverlay.cs
#	Content.Client/Access/UI/IdCardConsoleBoundUserInterface.cs
#	Content.Client/Access/UI/IdCardConsoleWindow.xaml
#	Content.Client/Access/UI/IdCardConsoleWindow.xaml.cs
#	Content.Client/Chemistry/UI/InjectorStatusControl.cs
#	Content.Client/StatusIcon/StatusIconOverlay.cs
#	Content.Client/Stylesheets/StyleNano.cs
#	Content.Client/UserInterface/Systems/Chat/ChatUIController.cs
#	Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml
#	Content.Server/Access/Systems/IdCardConsoleSystem.cs
#	Content.Server/Administration/Commands/AGhost.cs
#	Content.Server/Chemistry/EntitySystems/ReagentDispenserSystem.cs
#	Content.Server/Connection/ConnectionManager.cs
#	Content.Server/DeviceLinking/Systems/SignalTimerSystem.cs
#	Content.Server/Disposal/Unit/EntitySystems/DisposalUnitSystem.cs
#	Content.Server/GameTicking/GameTicker.RoundFlow.cs
#	Content.Server/GameTicking/GameTicker.Spawning.cs
#	Content.Server/Humanoid/Systems/HumanoidAppearanceSystem.cs
#	Content.Server/Resist/EscapeInventorySystem.cs
#	Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs
#	Content.Shared/Access/Components/IdCardConsoleComponent.cs
#	Content.Shared/Anomaly/SharedAnomalySystem.cs
#	Content.Shared/Bed/Sleep/SharedSleepingSystem.cs
#	Content.Shared/Humanoid/SharedHumanoidAppearanceSystem.cs
#	Content.Shared/Lock/LockSystem.cs
#	Content.Shared/RCD/Systems/RCDSystem.cs
#	Content.Shared/Roles/JobPrototype.cs
#	Content.Shared/StatusIcon/StatusIconPrototype.cs
#	Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs
#	Resources/Audio/Machines/attributions.yml
#	Resources/Locale/en-US/rcd/components/rcd-component.ftl
#	Resources/Maps/reach.yml
#	Resources/Prototypes/Catalog/Cargo/cargo_vending.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/heads.yml
#	Resources/Prototypes/Catalog/Fills/Lockers/security.yml
#	Resources/Prototypes/Catalog/ReagentDispensers/beverage.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/boozeomat.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/cola.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/lawdrobe.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/pwrgame.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/shamblersjuice.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/soda.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/spaceup.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/starkist.yml
#	Resources/Prototypes/Catalog/VendingMachines/Inventories/theater.yml
#	Resources/Prototypes/DeviceLinking/sink_ports.yml
#	Resources/Prototypes/Entities/Clothing/Back/duffel.yml
#	Resources/Prototypes/Entities/Clothing/Belt/base_clothingbelt.yml
#	Resources/Prototypes/Entities/Clothing/Neck/misc.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/base_clothingouter.yml
#	Resources/Prototypes/Entities/Clothing/OuterClothing/wintercoats.yml
#	Resources/Prototypes/Entities/Mobs/Customization/Markings/gauze.yml
#	Resources/Prototypes/Entities/Objects/Devices/Electronics/door.yml
#	Resources/Prototypes/Entities/Objects/Magic/books.yml
#	Resources/Prototypes/Entities/Objects/Materials/Sheets/glass.yml
#	Resources/Prototypes/Entities/Objects/Materials/Sheets/metal.yml
#	Resources/Prototypes/Entities/Objects/Materials/Sheets/other.yml
#	Resources/Prototypes/Entities/Objects/Misc/tiles.yml
#	Resources/Prototypes/Entities/Objects/Specific/Medical/morgue.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/shotgun.yml
#	Resources/Prototypes/Entities/Objects/Weapons/Melee/e_sword.yml
#	Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml
#	Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_assembly.yml
#	Resources/Prototypes/Entities/Structures/Doors/Airlocks/base_structureairlocks.yml
#	Resources/Prototypes/Entities/Structures/Doors/Airlocks/highsec.yml
#	Resources/Prototypes/Entities/Structures/Doors/Firelocks/firelock.yml
#	Resources/Prototypes/Entities/Structures/Doors/Firelocks/frame.yml
#	Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml
#	Resources/Prototypes/Entities/Structures/Doors/SecretDoor/secret_door.yml
#	Resources/Prototypes/Entities/Structures/Doors/Windoors/assembly.yml
#	Resources/Prototypes/Entities/Structures/Lighting/base_lighting.yml
#	Resources/Prototypes/Entities/Structures/Machines/lathe.yml
#	Resources/Prototypes/Entities/Structures/Power/cable_terminal.yml
#	Resources/Prototypes/Entities/Structures/Storage/Tanks/base_structuretanks.yml
#	Resources/Prototypes/Entities/Structures/Walls/grille.yml
#	Resources/Prototypes/Recipes/Construction/Graphs/structures/shutter.yml
#	Resources/Prototypes/Recipes/Crafting/Graphs/improvised/flowercrown.yml
#	Resources/Prototypes/Recipes/Crafting/improvised.yml
#	Resources/Prototypes/Roles/Jobs/Security/detective.yml
#	Resources/Prototypes/Roles/Jobs/Security/head_of_security.yml
#	Resources/Prototypes/Roles/Jobs/Security/security_officer.yml
#	Resources/Prototypes/Roles/Jobs/Security/warden.yml
#	Resources/Prototypes/StatusEffects/health.yml
#	Resources/Prototypes/Voice/speech_emotes.yml
#	Resources/Prototypes/lobbyscreens.yml
#	Resources/Textures/Clothing/OuterClothing/Hardsuits/ERTSuits/ertchaplain.rsi/equipped-OUTERCLOTHING-body-slim.png
#	Resources/Textures/Decals/bricktile.rsi/white_box.png
#	Resources/Textures/Objects/Misc/books.rsi/meta.json
#	Resources/migration.yml
This commit is contained in:
Remuchi
2024-04-13 11:29:33 +07:00
918 changed files with 18886 additions and 12471 deletions

View File

@@ -1,5 +1,6 @@
using Content.Shared.Administration.Logs;
using Content.Shared.Anomaly.Components;
using Content.Shared.Anomaly.Prototypes;
using Content.Shared.Damage;
using Content.Shared.Database;
using Content.Shared.Interaction;
@@ -14,6 +15,7 @@ using Robust.Shared.Network;
using Robust.Shared.Physics;
using Robust.Shared.Physics.Components;
using Robust.Shared.Physics.Systems;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
@@ -33,6 +35,7 @@ public abstract class SharedAnomalySystem : EntitySystem
[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] protected readonly SharedPopupSystem Popup = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
[Dependency] private readonly IRobustRandom _random = default!;
public override void Initialize()
@@ -93,11 +96,8 @@ public abstract class SharedAnomalySystem : EntitySystem
if (!Timing.IsFirstTimePredicted)
return;
DebugTools.Assert(component.MinPulseLength >
TimeSpan.FromSeconds(3)); // this is just to prevent lagspikes mispredicting pulses
var variation = Random.NextFloat(-component.PulseVariation, component.PulseVariation) + 1;
component.NextPulseTime = Timing.CurTime + GetPulseLength(component) * variation;
DebugTools.Assert(component.MinPulseLength > TimeSpan.FromSeconds(3)); // this is just to prevent lagspikes mispredicting pulses
RefreshPulseTimer(uid, component);
if (_net.IsServer)
Log.Info($"Performing anomaly pulse. Entity: {ToPrettyString(uid)}");
@@ -123,10 +123,25 @@ public abstract class SharedAnomalySystem : EntitySystem
pulse.EndTime = Timing.CurTime + pulse.PulseDuration;
Appearance.SetData(uid, AnomalyVisuals.IsPulsing, true);
var ev = new AnomalyPulseEvent(uid, component.Stability, component.Severity);
var powerMod = 1f;
if (component.CurrentBehavior != null)
{
var beh = _prototype.Index<AnomalyBehaviorPrototype>(component.CurrentBehavior);
powerMod = beh.PulsePowerModifier;
}
var ev = new AnomalyPulseEvent(uid, component.Stability, component.Severity, powerMod);
RaiseLocalEvent(uid, ref ev, true);
}
public void RefreshPulseTimer(EntityUid uid, AnomalyComponent? component = null)
{
if (!Resolve(uid, ref component))
return;
var variation = Random.NextFloat(-component.PulseVariation, component.PulseVariation) + 1;
component.NextPulseTime = Timing.CurTime + GetPulseLength(component) * variation;
}
/// <summary>
/// Begins the animation for going supercritical
/// </summary>
@@ -167,7 +182,14 @@ public abstract class SharedAnomalySystem : EntitySystem
if (_net.IsServer)
Log.Info($"Raising supercritical event. Entity: {ToPrettyString(uid)}");
var ev = new AnomalySupercriticalEvent(uid);
var powerMod = 1f;
if (component.CurrentBehavior != null)
{
var beh = _prototype.Index<AnomalyBehaviorPrototype>(component.CurrentBehavior);
powerMod = beh.PulsePowerModifier;
}
var ev = new AnomalySupercriticalEvent(uid, powerMod);
RaiseLocalEvent(uid, ref ev, true);
EndAnomaly(uid, component, true);
@@ -286,7 +308,16 @@ public abstract class SharedAnomalySystem : EntitySystem
{
DebugTools.Assert(component.MaxPulseLength > component.MinPulseLength);
var modifier = Math.Clamp((component.Stability - component.GrowthThreshold) / component.GrowthThreshold, 0, 1);
return (component.MaxPulseLength - component.MinPulseLength) * modifier + component.MinPulseLength;
var lenght = (component.MaxPulseLength - component.MinPulseLength) * modifier + component.MinPulseLength;
//Apply behavior modifier
if (component.CurrentBehavior != null)
{
var behavior = _prototype.Index(component.CurrentBehavior.Value);
lenght *= behavior.PulseFrequencyModifier;
}
return lenght;
}
/// <summary>
@@ -345,18 +376,14 @@ public abstract class SharedAnomalySystem : EntitySystem
/// <summary>
/// Gets random points around the anomaly based on the given parameters.
/// </summary>
public List<TileRef>? GetSpawningPoints(
EntityUid uid,
float stability,
float severity,
AnomalySpawnSettings settings)
public List<TileRef>? GetSpawningPoints(EntityUid uid, float stability, float severity, AnomalySpawnSettings settings, float powerModifier = 1f)
{
var xform = Transform(uid);
if (!TryComp<MapGridComponent>(xform.GridUid, out var grid))
return null;
var amount = (int) (MathHelper.Lerp(settings.MinAmount, settings.MaxAmount, severity * stability) + 0.5f);
var amount = (int) (MathHelper.Lerp(settings.MinAmount, settings.MaxAmount, severity * stability * powerModifier) + 0.5f);
var localpos = xform.Coordinates.Position;
var tilerefs = grid.GetLocalTilesIntersecting(