* 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
36 lines
1.1 KiB
C#
36 lines
1.1 KiB
C#
using Content.Server.Xenoarchaeology.XenoArtifacts.Triggers.Components;
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using Content.Shared.Damage;
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namespace Content.Server.Xenoarchaeology.XenoArtifacts.Triggers.Systems;
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public sealed class ArtifactDamageTriggerSystem : EntitySystem
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{
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[Dependency] private readonly ArtifactSystem _artifact = default!;
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<ArtifactDamageTriggerComponent, DamageChangedEvent>(OnDamageChanged);
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}
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private void OnDamageChanged(EntityUid uid, ArtifactDamageTriggerComponent component, DamageChangedEvent args)
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{
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if (!args.DamageIncreased)
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return;
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if (args.DamageDelta == null)
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return;
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foreach (var (type, amount) in args.DamageDelta.DamageDict)
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{
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if (component.DamageTypes != null && !component.DamageTypes.Contains(type))
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continue;
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component.AccumulatedDamage += (float) amount;
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}
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if (component.AccumulatedDamage >= component.DamageThreshold)
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_artifact.TryActivateArtifact(uid, args.Origin);
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}
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}
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