* 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
32 lines
832 B
C#
32 lines
832 B
C#
namespace Content.Server.Xenoarchaeology.XenoArtifacts.Events;
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/// <summary>
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/// Invokes when artifact was successfully activated.
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/// Used to start attached effects.
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/// </summary>
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public sealed class ArtifactActivatedEvent : EntityEventArgs
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{
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/// <summary>
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/// Entity that activate this artifact.
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/// Usually player, but can also be another object.
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/// </summary>
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public EntityUid? Activator;
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}
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/// <summary>
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/// Force to randomize artifact triggers.
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/// </summary>
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public sealed class ArtifactNodeEnteredEvent : EntityEventArgs
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{
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/// <summary>
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/// An entity-specific seed that can be used to
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/// generate random values.
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/// </summary>
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public readonly int RandomSeed;
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public ArtifactNodeEnteredEvent(int randomSeed)
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{
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RandomSeed = randomSeed;
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}
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}
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