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Debug
deltanedas
metalgearsloth
Nemanja
PJBot
Psychpsyo
deltanedas
metalgearsloth
ravage
Pieter-Jan Briers
LEVELcat
Repo
nikthechampiongr
Doru991
DrSmugleaf
Skarletto
NULL882
lunarcomets
Miro Kavaliou
Kara
Kacper Urbańczyk
TsjipTsjip
daerSeebaer
Fluffiest Floofers
Flareguy
Leon Friedrich
Kevin Zheng
drteaspoon420
Ubaser
Nim
Kacper Urbańczyk
Tox Cruize
Ed
Michael Cu
fd2cc8570d
* Automatic changelog update * Make NPC names proper nouns & fix some genders (#20534) * Proper names & genders * Uppercase proper names * Make Smile female * fix bingus wrinkly head (#20531) * rouny meat and steak (#20526) * lost friendship flavor * add rouny steak * rouny special meat * rouny meat textures --------- Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311) * Explosive wet floor sign & janitorial suicide vest * fix attributions * Remove name & desc from explosive wet floor sign * Make wet floor sign chameleonable * Automatic changelog update * Minor slippery stuff (#20535) * Update submodule to 162.2.0 (#20570) * Predicted armor (#20560) * clean up some lines in smile the slime prototype (#20552) * Revert "Use full file path for temp replays (#19002)" (#20545) * Add EyesGlasses into ClothesMate (#20523) * Automatic changelog update * Fix Punpun crew monitor sensor (#20484) * Automatic changelog update * EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394) Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Automatic changelog update * Make arcades hackable again (#20555) * Automatic changelog update * Health alert tweaks (#20557) * Automatic changelog update * Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564) * Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent * Nukeops todo and cleanup * Remove Active field * Add EndedGameRuleComponent * bartender suit (#20521) * give me a drink bartender * guh * aARG * Necropolis and mine walls (#20578) * Automatic changelog update * archaic accent tweaks (#20567) * Automatic changelog update * Add confirmation to kick and respawn in the admin player actions panel (#20542) * Remove windows-latest CI runs, remove unused build-test-release.yml (#20540) * Change .editorconfig to keep existing attribute arrangement (#20538) * Automatic changelog update * Catch replay start and end errors on round restarts (#20565) * Update trivial components to use auto comp states (#20539) * Fix role unbans not applying in real time (#20547) * Disable AHelp buttons when no player is selected, update button styling (#20568) * Automatic changelog update * Added a toggle fullscreen button (default F11) (#20272) * Added a toggle fullscreen button (default F11) * Removed un-needed comments * Review Requested Changes * Fixed Acidental Spacing Change * bwoink, removed extraneous code * nothing, litterally * Automatic changelog update * Fix not networking markings (#20588) * Automatic changelog update * Update RobustToolbox to v162.2.1 (#20590) * Automatic changelog update * Glorfcode (force say on damage/stun/crit) (#20562) * Automatic changelog update * Fix AHelp progressively showing more AHelp panels (#20591) * Automatic changelog update * caninsert entitystorage tweaks (#20589) * Automatic changelog update * Fix mapping actions crashing on load (#20592) * Fix loading a map with a ThirstComponent crashing the game (#20594) * Fix electrocution displaying real name of disguised players (#20603) * Organ fixes (#20488) * Automatic changelog update * Kettle medical rework (#20435) * Initial try at medical rework for kettle * Re-add decal decorations to Kettle's medical * Add more lockers to kettle's med * Actually upload kettle's map, not its proto * Automatic changelog update * Added blocked visuals to volumetric pump (#20610) * Automatic changelog update * Move TimedDespawn to engine (#20515) * Update submodule to 163.0.0 (#20616) * Remove v0.1 version number from local main menu screen (#20617) * Remove cloneData parameter from AutoNetworkedField (#20596) * Update submodule to 164.0.0 (#20618) * fix cognizine ghost role (#20632) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Move ID layer one pixel to correct alignment (#20630) * Update nukie hardsuit descriptions (#20529) * Make holofans destructable (#20445) * Automatic changelog update * bowl is open (#20453) Co-authored-by: deltanedas <@deltanedas:kde.org> * Add TestPair.WaitCommand() (#20615) * Rename ThreatPrototype and mark fields as required (#20611) * Adjust hard bomb shape (#20608) * dragon refactor, objectives and use GenericAntag (#20201) Co-authored-by: deltanedas <@deltanedas:kde.org> * Automatic changelog update * Added generic empty liquids tank (#20563) * Move view variables verb to the top of the list with no category and localize it (#20546) * saltern update (#20325) Co-authored-by: deltanedas <@deltanedas:kde.org> * Fix followers leaking (#20643) * Add Winter Boots (#20622) * add * fix prototype * Add QM mantle (#20621) * add * fix prototype * Automatic changelog update * Slime mobs breathe nitrogen and resprite their organs (#20577) * Slimes breathe nitrogen and resprite their organs * ups * mmm * Automatic changelog update * Fix the new lizard horn's consistency + issue (#20620) * fix * add * Revert "add" This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711. * Add RandomHumanoidAppearance component to for space ninjas (#20605) * Automatic changelog update * Space cat breathes space (#20550) * Space cat breathes space Made Space Cat lungs ROBUST * Made Space Cat's lungs ROBUST 2.0 * Automatic changelog update * Wide anomaly locator (#20581) * Add files via upload * Add files via upload * Add files via upload * Add files via upload * add textures * fix encoding * fix 2 * Automatic changelog update * Fixed Telescopic Shield Lighting (#20650) * Fixed Telescopic Shield Lighting Bug fix #20199 * no need for these at all --------- Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> * Automatic changelog update * Add a special hardsuit for nukie medic (#20471) * Automatic changelog update * Carry over other mutations when doing species mutation (#20551) * Automatic changelog update * Add Spanish accent to poncho and sombrero (#20377) --------- Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com> Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com> Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com> Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com> Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com> Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com> Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com> Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com> Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com> Co-authored-by: Miro Kavaliou <miraslauk@gmail.com> Co-authored-by: Kara <lunarautomaton6@gmail.com> Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com> Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com> Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com> Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com> Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com> Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com> Co-authored-by: Kevin Zheng <kevinz5000@gmail.com> Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com> Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com> Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com> Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com> Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com> Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com> Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
326 lines
12 KiB
C#
326 lines
12 KiB
C#
using Content.Shared.Administration.Logs;
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using Content.Shared.Anomaly.Components;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.Interaction;
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using Content.Shared.Popups;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Network;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Shared.Anomaly;
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public abstract class SharedAnomalySystem : EntitySystem
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{
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[Dependency] protected readonly IGameTiming Timing = default!;
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] protected readonly IRobustRandom Random = default!;
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[Dependency] protected readonly ISharedAdminLogManager Log = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] protected readonly SharedAudioSystem Audio = default!;
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[Dependency] protected readonly SharedAppearanceSystem Appearance = default!;
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[Dependency] protected readonly SharedPopupSystem Popup = default!;
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private ISawmill _sawmill = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<AnomalyComponent, InteractHandEvent>(OnInteractHand);
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SubscribeLocalEvent<AnomalyComponent, AttackedEvent>(OnAttacked);
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SubscribeLocalEvent<AnomalyComponent, EntityUnpausedEvent>(OnAnomalyUnpause);
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SubscribeLocalEvent<AnomalyPulsingComponent, EntityUnpausedEvent>(OnPulsingUnpause);
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SubscribeLocalEvent<AnomalySupercriticalComponent, EntityUnpausedEvent>(OnSupercriticalUnpause);
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_sawmill = Logger.GetSawmill("anomaly");
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}
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private void OnInteractHand(EntityUid uid, AnomalyComponent component, InteractHandEvent args)
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{
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DoAnomalyBurnDamage(uid, args.User, component);
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args.Handled = true;
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}
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private void OnAttacked(EntityUid uid, AnomalyComponent component, AttackedEvent args)
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{
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DoAnomalyBurnDamage(uid, args.User, component);
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}
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public void DoAnomalyBurnDamage(EntityUid source, EntityUid target, AnomalyComponent component)
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{
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_damageable.TryChangeDamage(target, component.AnomalyContactDamage, true);
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if (!Timing.IsFirstTimePredicted || _net.IsServer)
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return;
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Audio.PlayPvs(component.AnomalyContactDamageSound, source);
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Popup.PopupEntity(Loc.GetString("anomaly-component-contact-damage"), target, target);
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}
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private void OnAnomalyUnpause(EntityUid uid, AnomalyComponent component, ref EntityUnpausedEvent args)
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{
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component.NextPulseTime += args.PausedTime;
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Dirty(component);
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}
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private void OnPulsingUnpause(EntityUid uid, AnomalyPulsingComponent component, ref EntityUnpausedEvent args)
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{
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component.EndTime += args.PausedTime;
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}
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private void OnSupercriticalUnpause(EntityUid uid, AnomalySupercriticalComponent component, ref EntityUnpausedEvent args)
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{
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component.EndTime += args.PausedTime;
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Dirty(component);
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}
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public void DoAnomalyPulse(EntityUid uid, AnomalyComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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if (!Timing.IsFirstTimePredicted)
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return;
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DebugTools.Assert(component.MinPulseLength > TimeSpan.FromSeconds(3)); // this is just to prevent lagspikes mispredicting pulses
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var variation = Random.NextFloat(-component.PulseVariation, component.PulseVariation) + 1;
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component.NextPulseTime = Timing.CurTime + GetPulseLength(component) * variation;
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if (_net.IsServer)
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_sawmill.Info($"Performing anomaly pulse. Entity: {ToPrettyString(uid)}");
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// if we are above the growth threshold, then grow before the pulse
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if (component.Stability > component.GrowthThreshold)
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{
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ChangeAnomalySeverity(uid, GetSeverityIncreaseFromGrowth(component), component);
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}
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var minStability = component.PulseStabilityVariation.X * component.Severity;
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var maxStability = component.PulseStabilityVariation.Y * component.Severity;
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var stability = Random.NextFloat(minStability, maxStability);
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ChangeAnomalyStability(uid, stability, component);
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Log.Add(LogType.Anomaly, LogImpact.Medium, $"Anomaly {ToPrettyString(uid)} pulsed with severity {component.Severity}.");
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if (_net.IsServer)
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Audio.PlayPvs(component.PulseSound, uid);
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var pulse = EnsureComp<AnomalyPulsingComponent>(uid);
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pulse.EndTime = Timing.CurTime + pulse.PulseDuration;
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Appearance.SetData(uid, AnomalyVisuals.IsPulsing, true);
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var ev = new AnomalyPulseEvent(component.Stability, component.Severity);
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RaiseLocalEvent(uid, ref ev);
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}
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/// <summary>
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/// Begins the animation for going supercritical
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/// </summary>
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/// <param name="uid"></param>
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public void StartSupercriticalEvent(EntityUid uid)
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{
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// don't restart it if it's already begun
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if (HasComp<AnomalySupercriticalComponent>(uid))
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return;
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Log.Add(LogType.Anomaly, LogImpact.High, $"Anomaly {ToPrettyString(uid)} began to go supercritical.");
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if (_net.IsServer)
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_sawmill.Info($"Anomaly is going supercritical. Entity: {ToPrettyString(uid)}");
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var super = EnsureComp<AnomalySupercriticalComponent>(uid);
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super.EndTime = Timing.CurTime + super.SupercriticalDuration;
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Appearance.SetData(uid, AnomalyVisuals.Supercritical, true);
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Dirty(super);
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}
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/// <summary>
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/// Does the supercritical event for the anomaly.
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/// This isn't called once the anomaly reaches the point, but
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/// after the animation for it going supercritical
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="component"></param>
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public void DoAnomalySupercriticalEvent(EntityUid uid, AnomalyComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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if (!Timing.IsFirstTimePredicted)
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return;
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Audio.PlayPvs(component.SupercriticalSound, uid);
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if (_net.IsServer)
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_sawmill.Info($"Raising supercritical event. Entity: {ToPrettyString(uid)}");
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var ev = new AnomalySupercriticalEvent();
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RaiseLocalEvent(uid, ref ev);
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EndAnomaly(uid, component, true);
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}
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/// <summary>
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/// Ends an anomaly, cleaning up all entities that may be associated with it.
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/// </summary>
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/// <param name="uid">The anomaly being shut down</param>
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/// <param name="component"></param>
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/// <param name="supercritical">Whether or not the anomaly ended via supercritical event</param>
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public void EndAnomaly(EntityUid uid, AnomalyComponent? component = null, bool supercritical = false)
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{
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// Logging before resolve, in case the anomaly has deleted itself.
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if (_net.IsServer)
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_sawmill.Info($"Ending anomaly. Entity: {ToPrettyString(uid)}");
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Log.Add(LogType.Anomaly, LogImpact.Extreme, $"Anomaly {ToPrettyString(uid)} went supercritical.");
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if (!Resolve(uid, ref component))
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return;
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var ev = new AnomalyShutdownEvent(uid, supercritical);
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RaiseLocalEvent(uid, ref ev, true);
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if (Terminating(uid) || _net.IsClient)
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return;
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QueueDel(uid);
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}
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/// <summary>
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/// Changes the stability of the anomaly.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="change"></param>
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/// <param name="component"></param>
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public void ChangeAnomalyStability(EntityUid uid, float change, AnomalyComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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var newVal = component.Stability + change;
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component.Stability = Math.Clamp(newVal, 0, 1);
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Dirty(component);
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var ev = new AnomalyStabilityChangedEvent(uid, component.Stability);
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RaiseLocalEvent(uid, ref ev, true);
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}
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/// <summary>
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/// Changes the severity of an anomaly, going supercritical if it exceeds 1.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="change"></param>
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/// <param name="component"></param>
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public void ChangeAnomalySeverity(EntityUid uid, float change, AnomalyComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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var newVal = component.Severity + change;
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if (newVal >= 1)
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StartSupercriticalEvent(uid);
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component.Severity = Math.Clamp(newVal, 0, 1);
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Dirty(component);
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var ev = new AnomalySeverityChangedEvent(uid, component.Severity);
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RaiseLocalEvent(uid, ref ev, true);
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}
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/// <summary>
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/// Changes the health of an anomaly, ending it if it's less than 0.
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="change"></param>
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/// <param name="component"></param>
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public void ChangeAnomalyHealth(EntityUid uid, float change, AnomalyComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return;
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var newVal = component.Health + change;
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if (newVal < 0)
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{
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EndAnomaly(uid, component);
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return;
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}
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component.Health = Math.Clamp(newVal, 0, 1);
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Dirty(component);
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var ev = new AnomalyHealthChangedEvent(uid, component.Health);
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RaiseLocalEvent(uid, ref ev, true);
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}
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/// <summary>
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/// Gets the length of time between each pulse
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/// for an anomaly based on its current stability.
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/// </summary>
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/// <remarks>
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/// For anomalies under the instability theshold, this will return the maximum length.
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/// For those over the theshold, they will return an amount between the maximum and
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/// minium value based on a linear relationship with the stability.
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/// </remarks>
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/// <param name="component"></param>
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/// <returns>The length of time as a TimeSpan, not including random variation.</returns>
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public TimeSpan GetPulseLength(AnomalyComponent component)
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{
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DebugTools.Assert(component.MaxPulseLength > component.MinPulseLength);
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var modifier = Math.Clamp((component.Stability - component.GrowthThreshold) / component.GrowthThreshold, 0, 1);
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return (component.MaxPulseLength - component.MinPulseLength) * modifier + component.MinPulseLength;
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}
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/// <summary>
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/// Gets the increase in an anomaly's severity due
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/// to being above its growth threshold
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/// </summary>
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/// <param name="component"></param>
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/// <returns>The increase in severity for this anomaly</returns>
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private float GetSeverityIncreaseFromGrowth(AnomalyComponent component)
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{
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var score = 1 + Math.Max(component.Stability - component.GrowthThreshold, 0) * 10;
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return score * component.SeverityGrowthCoefficient;
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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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var anomalyQuery = EntityQueryEnumerator<AnomalyComponent>();
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while (anomalyQuery.MoveNext(out var ent, out var anomaly))
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{
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// if the stability is under the death threshold,
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// update it every second to start killing it slowly.
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if (anomaly.Stability < anomaly.DecayThreshold)
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{
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ChangeAnomalyHealth(ent, anomaly.HealthChangePerSecond * frameTime, anomaly);
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}
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if (Timing.CurTime > anomaly.NextPulseTime)
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{
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DoAnomalyPulse(ent, anomaly);
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}
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}
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var pulseQuery = EntityQueryEnumerator<AnomalyPulsingComponent>();
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while (pulseQuery.MoveNext(out var ent, out var pulse))
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{
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if (Timing.CurTime > pulse.EndTime)
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{
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Appearance.SetData(ent, AnomalyVisuals.IsPulsing, false);
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RemComp(ent, pulse);
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}
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}
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var supercriticalQuery = EntityQueryEnumerator<AnomalySupercriticalComponent, AnomalyComponent>();
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while (supercriticalQuery.MoveNext(out var ent, out var super, out var anom))
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{
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if (Timing.CurTime <= super.EndTime)
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continue;
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DoAnomalySupercriticalEvent(ent, anom);
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RemComp(ent, super);
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}
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}
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}
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