* 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
144 lines
3.7 KiB
C#
144 lines
3.7 KiB
C#
using Content.Shared.Xenoarchaeology.XenoArtifacts;
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using Robust.Shared.Serialization.TypeSerializers.Implementations;
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namespace Content.Server.Xenoarchaeology.XenoArtifacts;
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[RegisterComponent]
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public sealed class ArtifactComponent : Component
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{
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/// <summary>
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/// The artifact's node tree.
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/// </summary>
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[ViewVariables]
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public ArtifactTree? NodeTree;
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/// <summary>
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/// The current node the artifact is on.
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/// </summary>
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[ViewVariables]
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public ArtifactNode? CurrentNode;
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#region Node Tree Gen
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/// <summary>
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/// Minimum number of nodes to generate, inclusive
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/// </summary>
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[DataField("nodesMin")]
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public int NodesMin = 3;
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/// <summary>
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/// Maximum number of nodes to generate, exclusive
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/// </summary>
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[DataField("nodesMax")]
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public int NodesMax = 9;
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#endregion
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/// <summary>
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/// Cooldown time between artifact activations (in seconds).
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/// </summary>
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[DataField("timer", customTypeSerializer: typeof(TimespanSerializer))]
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[ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan CooldownTime = TimeSpan.FromSeconds(5);
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/// <summary>
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/// Is this artifact under some suppression device?
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/// f true, will ignore all trigger activations attempts.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool IsSuppressed;
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/// <summary>
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/// The last time the artifact was activated.
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/// </summary>
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[DataField("lastActivationTime", customTypeSerializer: typeof(TimespanSerializer))]
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public TimeSpan LastActivationTime;
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}
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/// <summary>
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/// A tree of nodes.
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/// </summary>
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[DataDefinition]
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public sealed class ArtifactTree
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{
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/// <summary>
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/// The first node of the tree
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/// </summary>
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[ViewVariables]
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public ArtifactNode StartNode = default!;
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/// <summary>
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/// Every node contained in the tree
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/// </summary>
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[ViewVariables]
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public readonly List<ArtifactNode> AllNodes = new();
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}
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/// <summary>
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/// A single "node" of an artifact that contains various data about it.
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/// </summary>
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[DataDefinition]
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public sealed class ArtifactNode : ICloneable
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{
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/// <summary>
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/// A numeric id corresponding to each node. used for display purposes
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/// </summary>
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[ViewVariables]
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public int Id;
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/// <summary>
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/// how "deep" into the node tree. used for generation and price/value calculations
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/// </summary>
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[ViewVariables]
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public int Depth = 0;
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/// <summary>
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/// A list of surrounding nodes. Used for tree traversal
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/// </summary>
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[ViewVariables]
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public List<ArtifactNode> Edges = new();
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/// <summary>
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/// Whether or not the node has been entered
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool Discovered = false;
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/// <summary>
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/// The trigger for the node
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/// </summary>
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[ViewVariables]
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public ArtifactTriggerPrototype Trigger = default!;
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/// <summary>
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/// Whether or not the node has been triggered
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public bool Triggered = false;
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/// <summary>
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/// The effect when the node is activated
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/// </summary>
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[ViewVariables]
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public ArtifactEffectPrototype Effect = default!;
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/// <summary>
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/// Used for storing cumulative information about nodes
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/// </summary>
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[ViewVariables]
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public Dictionary<string, object> NodeData = new();
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public object Clone()
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{
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return new ArtifactNode
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{
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Id = Id,
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Depth = Depth,
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Edges = Edges,
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Discovered = Discovered,
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Trigger = Trigger,
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Triggered = Triggered,
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Effect = Effect,
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NodeData = NodeData
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};
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}
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}
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