* 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
37 lines
1.3 KiB
C#
37 lines
1.3 KiB
C#
using Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Components;
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using Content.Server.Xenoarchaeology.XenoArtifacts.Events;
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using Content.Shared.Damage;
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using Robust.Shared.Random;
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namespace Content.Server.Xenoarchaeology.XenoArtifacts.Effects.Systems;
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public sealed class BreakWindowArtifactSystem : EntitySystem
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<DamageNearbyArtifactComponent, ArtifactActivatedEvent>(OnActivated);
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}
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private void OnActivated(EntityUid uid, DamageNearbyArtifactComponent component, ArtifactActivatedEvent args)
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{
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var ents = _lookup.GetEntitiesInRange(uid, component.Radius);
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if (args.Activator != null)
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ents.Add(args.Activator.Value);
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foreach (var ent in ents)
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{
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if (component.Whitelist != null && !component.Whitelist.IsValid(ent))
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continue;
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if (!_random.Prob(component.DamageChance))
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return;
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_damageable.TryChangeDamage(ent, component.Damage, component.IgnoreResistances);
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}
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}
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}
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