Add command for getting artifact point value (#13987)
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@@ -1,9 +1,7 @@
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using System.Linq;
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using Content.Server.Administration;
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using Content.Shared.Administration;
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using Content.Shared.Xenoarchaeology.XenoArtifacts;
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using Robust.Shared.Console;
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using Robust.Shared.Utility;
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namespace Content.Server.Xenoarchaeology.XenoArtifacts;
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@@ -16,6 +14,9 @@ public partial class ArtifactSystem
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_conHost.RegisterCommand("forceartifactnode", "Forces an artifact to traverse to a given node", "forceartifacteffect <uid> <node ID>",
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ForceArtifactNode,
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ForceArtifactNodeCompletions);
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_conHost.RegisterCommand("getartifactmaxvalue", "Reports the maximum research point value for a given artifact", "forceartifacteffect <uid>",
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GetArtifactMaxValue);
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}
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[AdminCommand(AdminFlags.Fun)]
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@@ -48,4 +49,20 @@ public partial class ArtifactSystem
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return CompletionResult.Empty;
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}
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[AdminCommand(AdminFlags.Debug)]
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private void GetArtifactMaxValue(IConsoleShell shell, string argstr, string[] args)
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{
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if (args.Length != 1)
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shell.WriteError("Argument length must be 1");
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if (!EntityUid.TryParse(args[0], out var uid))
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return;
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if (!TryComp<ArtifactComponent>(uid, out var artifact) || artifact.NodeTree == null)
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return;
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var pointSum = GetResearchPointValue(uid, artifact, true);
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shell.WriteLine($"Max point value for {ToPrettyString(uid)} with {artifact.NodeTree.AllNodes.Count} nodes: {pointSum}");
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}
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}
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@@ -84,13 +84,13 @@ public sealed partial class ArtifactSystem : EntitySystem
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/// Medium should get you partway through a tree.
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/// Complex should get you through a full tree and then some.
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/// </remarks>
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public int GetResearchPointValue(EntityUid uid, ArtifactComponent? component = null)
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public int GetResearchPointValue(EntityUid uid, ArtifactComponent? component = null, bool getMaxPrice = false)
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{
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if (!Resolve(uid, ref component) || component.NodeTree == null)
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return 0;
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var sumValue = component.NodeTree.AllNodes.Sum(n => GetNodePointValue(n, component));
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var fullyExploredBonus = component.NodeTree.AllNodes.Any(x => !x.Triggered) ? 1 : 1.25f;
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var sumValue = component.NodeTree.AllNodes.Sum(n => GetNodePointValue(n, component, getMaxPrice));
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var fullyExploredBonus = component.NodeTree.AllNodes.All(x => x.Triggered) || getMaxPrice ? 1.25f : 1;
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var pointValue = (int) (sumValue * fullyExploredBonus);
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return pointValue;
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@@ -99,12 +99,16 @@ public sealed partial class ArtifactSystem : EntitySystem
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/// <summary>
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/// Gets the point value for an individual node
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/// </summary>
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private float GetNodePointValue(ArtifactNode node, ArtifactComponent component)
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private float GetNodePointValue(ArtifactNode node, ArtifactComponent component, bool getMaxPrice = false)
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{
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if (!node.Discovered)
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return 0;
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var valueDeduction = 1f;
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if (!getMaxPrice)
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{
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if (!node.Discovered)
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return 0;
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var valueDeduction = !node.Triggered ? 0.25f : 1;
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valueDeduction = !node.Triggered ? 0.25f : 1;
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}
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var nodeDanger = (node.Depth + node.Effect.TargetDepth + node.Trigger.TargetDepth) / 3;
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return component.PointsPerNode * MathF.Pow(component.PointDangerMultiplier, nodeDanger) * valueDeduction;
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}
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