* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
146 lines
6.2 KiB
C#
146 lines
6.2 KiB
C#
#nullable enable
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using System;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Server.Utility;
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using Content.Shared.Audio;
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using Content.Shared.Interfaces.Chemistry;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Map;
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using Robust.Shared.Serialization.Manager.Attributes;
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namespace Content.Server.Chemistry.ReactionEffects
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{
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/// <summary>
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/// Basically smoke and foam reactions.
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/// </summary>
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[UsedImplicitly]
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[ImplicitDataDefinitionForInheritors]
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public abstract class AreaReactionEffect : IReactionEffect
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{
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[Dependency] private readonly IMapManager _mapManager = default!;
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/// <summary>
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/// Used for calculating the spread range of the effect based on the intensity of the reaction.
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/// </summary>
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[DataField("rangeConstant")] private float _rangeConstant;
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[DataField("rangeMultiplier")] private float _rangeMultiplier = 1.1f;
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[DataField("maxRange")] private int _maxRange = 10;
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/// <summary>
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/// If true the reagents get diluted or concentrated depending on the range of the effect
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/// </summary>
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[DataField("diluteReagents")] private bool _diluteReagents;
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/// <summary>
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/// At what range should the reagents volume stay the same. If the effect range is higher than this then the reagents
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/// will get diluted. If the effect range is lower than this then the reagents will get concentrated.
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/// </summary>
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[DataField("reagentDilutionStart")] private int _reagentDilutionStart = 4;
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/// <summary>
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/// Used to calculate dilution. Increasing this makes the reagents get more diluted. This means that a lower range
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/// will be needed to make the reagents volume get closer to zero.
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/// </summary>
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[DataField("reagentDilutionFactor")] private float _reagentDilutionFactor = 1;
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/// <summary>
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/// Used to calculate concentration. Reagents get linearly more concentrated as the range goes from
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/// _reagentDilutionStart to zero. When the range is zero the reagents volume gets multiplied by this.
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/// </summary>
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[DataField("reagentMaxConcentrationFactor")]
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private float _reagentMaxConcentrationFactor = 2;
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/// <summary>
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/// How many seconds will the effect stay, counting after fully spreading.
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/// </summary>
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[DataField("duration")] private float _duration = 10;
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/// <summary>
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/// How many seconds between each spread step.
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/// </summary>
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[DataField("spreadDelay")] private float _spreadDelay = 0.5f;
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/// <summary>
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/// How many seconds between each remove step.
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/// </summary>
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[DataField("removeDelay")] private float _removeDelay = 0.5f;
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/// <summary>
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/// The entity prototype that will be spawned as the effect. It needs a component derived from SolutionAreaEffectComponent.
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/// </summary>
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[DataField("prototypeId", required: true)]
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private string _prototypeId = default!;
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/// <summary>
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/// Sound that will get played when this reaction effect occurs.
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/// </summary>
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[DataField("sound")] private string? _sound;
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protected AreaReactionEffect()
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{
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IoCManager.InjectDependencies(this);
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}
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public void React(IEntity solutionEntity, double intensity)
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{
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if (!solutionEntity.TryGetComponent(out SolutionContainerComponent? contents))
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return;
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var solution = contents.SplitSolution(contents.MaxVolume);
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// We take the square root so it becomes harder to reach higher amount values
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var amount = (int) Math.Round(_rangeConstant + _rangeMultiplier*Math.Sqrt(intensity));
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amount = Math.Min(amount, _maxRange);
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if (_diluteReagents)
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{
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// The maximum value of solutionFraction is _reagentMaxConcentrationFactor, achieved when amount = 0
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// The infimum of solutionFraction is 0, which is approached when amount tends to infinity
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// solutionFraction is equal to 1 only when amount equals _reagentDilutionStart
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float solutionFraction;
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if (amount >= _reagentDilutionStart)
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{
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// Weird formulas here but basically when amount increases, solutionFraction gets closer to 0 in a reciprocal manner
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// _reagentDilutionFactor defines how fast solutionFraction gets closer to 0
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solutionFraction = 1 / (_reagentDilutionFactor*(amount - _reagentDilutionStart) + 1);
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}
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else
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{
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// Here when amount decreases, solutionFraction gets closer to _reagentMaxConcentrationFactor in a linear manner
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solutionFraction = amount * (1 - _reagentMaxConcentrationFactor) / _reagentDilutionStart +
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_reagentMaxConcentrationFactor;
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}
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solution.RemoveSolution(solution.TotalVolume * solutionFraction);
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}
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if (!_mapManager.TryFindGridAt(solutionEntity.Transform.MapPosition, out var grid)) return;
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var coords = grid.MapToGrid(solutionEntity.Transform.MapPosition);
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var ent = solutionEntity.EntityManager.SpawnEntity(_prototypeId, coords.SnapToGrid());
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var areaEffectComponent = GetAreaEffectComponent(ent);
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if (areaEffectComponent == null)
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{
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Logger.Error("Couldn't get AreaEffectComponent from " + _prototypeId);
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ent.Delete();
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return;
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}
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areaEffectComponent.TryAddSolution(solution);
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areaEffectComponent.Start(amount, _duration, _spreadDelay, _removeDelay);
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if (!string.IsNullOrEmpty(_sound))
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{
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EntitySystem.Get<AudioSystem>().PlayFromEntity(_sound, solutionEntity, AudioHelpers.WithVariation(0.125f));
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}
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}
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protected abstract SolutionAreaEffectComponent? GetAreaEffectComponent(IEntity entity);
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}
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}
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