mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-10-03 09:37:27 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
223 lines
9.1 KiB
C#
223 lines
9.1 KiB
C#
using Content.Server.Anomaly.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Audio;
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using Content.Server.Explosion.EntitySystems;
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using Content.Server.Materials;
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using Content.Server.Radiation.Systems;
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using Content.Server.Radio.EntitySystems;
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using Content.Server.Station.Systems;
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using Content.Shared.Anomaly;
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using Content.Shared.Anomaly.Components;
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using Content.Shared.Anomaly.Prototypes;
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using Content.Shared.DoAfter;
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using Content.Shared.Random;
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using Content.Shared.Random.Helpers;
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using Robust.Server.GameObjects;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Configuration;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Anomaly;
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/// <summary>
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/// This handles logic and interactions relating to <see cref="AnomalyComponent"/>
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/// </summary>
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public sealed partial class AnomalySystem : SharedAnomalySystem
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{
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[Dependency] private readonly IConfigurationManager _configuration = default!;
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[Dependency] private readonly IPrototypeManager _prototype = default!;
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[Dependency] private readonly AmbientSoundSystem _ambient = default!;
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[Dependency] private readonly AtmosphereSystem _atmosphere = default!;
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[Dependency] private readonly SharedDoAfterSystem _doAfter = default!;
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[Dependency] private readonly ExplosionSystem _explosion = default!;
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[Dependency] private readonly MaterialStorageSystem _material = default!;
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[Dependency] private readonly SharedPointLightSystem _pointLight = default!;
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[Dependency] private readonly StationSystem _station = default!;
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[Dependency] private readonly RadioSystem _radio = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly RadiationSystem _radiation = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly UserInterfaceSystem _ui = default!;
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public const float MinParticleVariation = 0.8f;
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public const float MaxParticleVariation = 1.2f;
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private static readonly ProtoId<WeightedRandomPrototype> WeightListProto = "AnomalyBehaviorList";
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/// <inheritdoc/>
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<AnomalyComponent, MapInitEvent>(OnMapInit);
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SubscribeLocalEvent<AnomalyComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<AnomalyComponent, StartCollideEvent>(OnStartCollide);
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InitializePsionics(); //Nyano - Summary: stats up psionic related behavior.
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InitializeGenerator();
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InitializeScanner();
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InitializeVessel();
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InitializeCommands();
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}
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private void OnMapInit(Entity<AnomalyComponent> anomaly, ref MapInitEvent args)
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{
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anomaly.Comp.NextPulseTime = Timing.CurTime + GetPulseLength(anomaly.Comp) * 3; // longer the first time
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ChangeAnomalyStability(anomaly, Random.NextFloat(anomaly.Comp.InitialStabilityRange.Item1 , anomaly.Comp.InitialStabilityRange.Item2), anomaly.Comp);
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ChangeAnomalySeverity(anomaly, Random.NextFloat(anomaly.Comp.InitialSeverityRange.Item1, anomaly.Comp.InitialSeverityRange.Item2), anomaly.Comp);
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ShuffleParticlesEffect(anomaly);
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anomaly.Comp.Continuity = _random.NextFloat(anomaly.Comp.MinContituty, anomaly.Comp.MaxContituty);
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SetBehavior(anomaly, GetRandomBehavior());
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}
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public void ShuffleParticlesEffect(Entity<AnomalyComponent> anomaly)
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{
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var particles = new List<AnomalousParticleType>
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{ AnomalousParticleType.Delta, AnomalousParticleType.Epsilon, AnomalousParticleType.Zeta, AnomalousParticleType.Sigma };
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anomaly.Comp.SeverityParticleType = Random.PickAndTake(particles);
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anomaly.Comp.DestabilizingParticleType = Random.PickAndTake(particles);
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anomaly.Comp.WeakeningParticleType = Random.PickAndTake(particles);
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anomaly.Comp.TransformationParticleType = Random.PickAndTake(particles);
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Dirty(anomaly);
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}
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private void OnShutdown(Entity<AnomalyComponent> anomaly, ref ComponentShutdown args)
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{
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if (anomaly.Comp.CurrentBehavior is not null)
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RemoveBehavior(anomaly, anomaly.Comp.CurrentBehavior.Value);
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EndAnomaly(anomaly, spawnCore: false);
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}
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private void OnStartCollide(Entity<AnomalyComponent> anomaly, ref StartCollideEvent args)
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{
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if (!TryComp<AnomalousParticleComponent>(args.OtherEntity, out var particle))
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return;
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if (args.OtherFixtureId != particle.FixtureId)
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return;
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var behaviorMod = 1f;
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if (anomaly.Comp.CurrentBehavior != null)
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{
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var b = _prototype.Index(anomaly.Comp.CurrentBehavior.Value);
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behaviorMod = b.ParticleSensivity;
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}
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// small function to randomize because it's easier to read like this
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float VaryValue(float v) => v * behaviorMod * Random.NextFloat(MinParticleVariation, MaxParticleVariation);
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if (particle.ParticleType == anomaly.Comp.DestabilizingParticleType || particle.DestabilzingOverride)
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{
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ChangeAnomalyStability(anomaly, VaryValue(particle.StabilityPerDestabilizingHit), anomaly.Comp);
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}
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if (particle.ParticleType == anomaly.Comp.SeverityParticleType || particle.SeverityOverride)
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{
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ChangeAnomalySeverity(anomaly, VaryValue(particle.SeverityPerSeverityHit), anomaly.Comp);
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}
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if (particle.ParticleType == anomaly.Comp.WeakeningParticleType || particle.WeakeningOverride)
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{
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ChangeAnomalyHealth(anomaly, VaryValue(particle.HealthPerWeakeningeHit), anomaly.Comp);
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ChangeAnomalyStability(anomaly, VaryValue(particle.StabilityPerWeakeningeHit), anomaly.Comp);
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}
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if (particle.ParticleType == anomaly.Comp.TransformationParticleType || particle.TransmutationOverride)
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{
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ChangeAnomalySeverity(anomaly, VaryValue(particle.SeverityPerSeverityHit), anomaly.Comp);
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if (_random.Prob(anomaly.Comp.Continuity))
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SetBehavior(anomaly, GetRandomBehavior());
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}
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}
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/// <summary>
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/// Gets the amount of research points generated per second for an anomaly.
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/// </summary>
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/// <param name="anomaly"></param>
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/// <param name="component"></param>
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/// <returns>The amount of points</returns>
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public int GetAnomalyPointValue(EntityUid anomaly, AnomalyComponent? component = null)
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{
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if (!Resolve(anomaly, ref component, false))
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return 0;
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var multiplier = 1f;
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if (component.Stability > component.GrowthThreshold)
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multiplier = component.GrowingPointMultiplier; //more points for unstable
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//penalty of up to 50% based on health
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multiplier *= MathF.Pow(1.5f, component.Health) - 0.5f;
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//Apply behavior modifier
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if (component.CurrentBehavior != null)
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{
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var behavior = _prototype.Index(component.CurrentBehavior.Value);
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multiplier *= behavior.EarnPointModifier;
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}
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var severityValue = 1 / (1 + MathF.Pow(MathF.E, -7 * (component.Severity - 0.5f)));
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return (int) ((component.MaxPointsPerSecond - component.MinPointsPerSecond) * severityValue * multiplier) + component.MinPointsPerSecond;
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}
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/// <summary>
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/// Gets the localized name of a particle.
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/// </summary>
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/// <param name="type"></param>
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/// <returns></returns>
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public string GetParticleLocale(AnomalousParticleType type)
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{
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return type switch
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{
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AnomalousParticleType.Delta => Loc.GetString("anomaly-particles-delta"),
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AnomalousParticleType.Epsilon => Loc.GetString("anomaly-particles-epsilon"),
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AnomalousParticleType.Zeta => Loc.GetString("anomaly-particles-zeta"),
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AnomalousParticleType.Sigma => Loc.GetString("anomaly-particles-sigma"),
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_ => throw new ArgumentOutOfRangeException()
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};
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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UpdateGenerator();
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UpdateVessels();
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}
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#region Behavior
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private string GetRandomBehavior()
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{
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var weightList = _prototype.Index(WeightListProto);
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return weightList.Pick(_random);
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}
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private void SetBehavior(Entity<AnomalyComponent> anomaly, ProtoId<AnomalyBehaviorPrototype> behaviorProto)
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{
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if (anomaly.Comp.CurrentBehavior == behaviorProto)
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return;
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if (anomaly.Comp.CurrentBehavior != null)
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RemoveBehavior(anomaly, anomaly.Comp.CurrentBehavior.Value);
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anomaly.Comp.CurrentBehavior = behaviorProto;
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var behavior = _prototype.Index(behaviorProto);
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EntityManager.AddComponents(anomaly, behavior.Components);
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var ev = new AnomalyBehaviorChangedEvent(anomaly, anomaly.Comp.CurrentBehavior, behaviorProto);
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RaiseLocalEvent(anomaly, ref ev, true);
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}
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private void RemoveBehavior(Entity<AnomalyComponent> anomaly, ProtoId<AnomalyBehaviorPrototype> behaviorProto)
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{
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if (anomaly.Comp.CurrentBehavior == null)
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return;
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var behavior = _prototype.Index(behaviorProto);
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EntityManager.RemoveComponents(anomaly, behavior.Components);
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}
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#endregion
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}
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