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Class AnomalyComponent

This is used for tracking the general behavior of anomalies. This doesn't contain the specific implementations for what they do, just the generic behaviors associated with them.

Anomalies and their related components were designed here: https://hackmd.io/@ss14-design/r1sQbkJOs

Inheritance
System.Object
AnomalyComponent
Namespace: Content.Shared.Anomaly.Components
Assembly: Content.Shared.dll
Syntax
public sealed class AnomalyComponent : Component

Fields

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AnomalyComponent

How far it goes in any direction.

Declaration
public Vector2
Field Value
Type Description
Vector2
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AnomalyComponent

How far it goes in any direction.

Declaration
public Vector2
Field Value
Type Description
Vector2
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AnimationKey

Declaration
public readonly string AnimationKey
Field Value
Type Description
System.String
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AnimationTime

How long it takes to go from the bottom of the animation to the top.

Declaration
public float AnimationTime
Field Value
Type Description
System.Single
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AnomalyContactDamage

The amount of damage dealt when either a player touches the anomaly directly or by hitting the anomaly.

Declaration
public DamageSpecifier AnomalyContactDamage
Field Value
Type Description
DamageSpecifier
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AnomalyContactDamageSound

The sound effect played when a player burns themselves on an anomaly via contact.

Declaration
public SoundSpecifier AnomalyContactDamageSound
Field Value
Type Description
Robust.Shared.Audio.SoundSpecifier
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ConnectedVessel

The vessel that the anomaly is connceted to. Stored so that multiple vessels cannot connect to the same anomaly.

Declaration
public EntityUid? ConnectedVessel
Field Value
Type Description
System.Nullable<EntityUid>
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DecayThreshold

If the Stability of the anomaly exceeds this value, it becomes too unstable to support itself and starts decreasing in Health.

Declaration
public float DecayThreshold
Field Value
Type Description
System.Single
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DestabilizingParticleType

The particle type that destabilizes the anomaly.

Declaration
public AnomalousParticleType DestabilizingParticleType
Field Value
Type Description
AnomalousParticleType
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FloatingOffset

How far it goes in any direction.

Declaration
public Vector2 FloatingOffset
Field Value
Type Description
Vector2
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GrowingPointMultiplier

The multiplier applied to the point value for the anomaly being above the GrowthThreshold

Declaration
public float GrowingPointMultiplier
Field Value
Type Description
System.Single
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GrowthThreshold

If the Stability of the anomaly exceeds this value, it becomes unstable and starts increasing in Severity.

Declaration
public float GrowthThreshold
Field Value
Type Description
System.Single
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Health

The internal "health" of an anomaly. Ranges from 0 to 1. When the health of an anomaly reaches 0, it is destroyed without ever reaching a supercritical point.

Declaration
public float Health
Field Value
Type Description
System.Single
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HealthChangePerSecond

The amount of health lost when the stability is below the DecayThreshold

Declaration
public float HealthChangePerSecond
Field Value
Type Description
System.Single
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InitialSeverityRange

The range of initial values for severity

Declaration
public (float, float) InitialSeverityRange
Field Value
Type Description
System.ValueTuple<System.Single, System.Single>
Remarks

Between 0 and 0.5, which should be all mild effects

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InitialStabilityRange

The range of initial values for stability

Declaration
public (float, float) InitialStabilityRange
Field Value
Type Description
System.ValueTuple<System.Single, System.Single>
Remarks

+/- 0.2 from perfect stability (0.5)

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MaxPointsPerSecond

The maximum amount of research points generated per second This doesn't include the point bonus for being unstable.

Declaration
public int MaxPointsPerSecond
Field Value
Type Description
System.Int32
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MaxPulseLength

The maximum interval between pulses.

Declaration
public TimeSpan MaxPulseLength
Field Value
Type Description
TimeSpan
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MinPointsPerSecond

The minimum amount of research points generated per second

Declaration
public int MinPointsPerSecond
Field Value
Type Description
System.Int32
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MinPulseLength

The minimum interval between pulses.

Declaration
public TimeSpan MinPulseLength
Field Value
Type Description
TimeSpan
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NextPulseTime

The time at which the next artifact pulse will occur.

Declaration
public TimeSpan NextPulseTime
Field Value
Type Description
TimeSpan
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PulseSound

The sound played when an anomaly pulses

Declaration
public SoundSpecifier PulseSound
Field Value
Type Description
Robust.Shared.Audio.SoundSpecifier
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PulseStabilityVariation

The range that an anomaly's stability can vary each pulse. Scales with severity.

Declaration
public Vector2 PulseStabilityVariation
Field Value
Type Description
Vector2
Remarks

This is more likely to trend upwards than donwards, because that's funny

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PulseVariation

A percentage by which the length of a pulse might vary.

Declaration
public float PulseVariation
Field Value
Type Description
System.Single
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Severity

How severe the effects of an anomaly are. Moves only upwards. Ranges from 0 to 1. A value of 0 indicates effects of extrememly minimal severity, whereas greater values indicate effects of linearly increasing severity.

Declaration
public float Severity
Field Value
Type Description
System.Single
Remarks

Wacky-Stability scale lives on in my heart. - emo

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SeverityGrowthCoefficient

A coefficient used for calculating the increase in severity when above the GrowthThreshold

Declaration
public float SeverityGrowthCoefficient
Field Value
Type Description
System.Single
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SeverityParticleType

The particle type that increases the severity of the anomaly.

Declaration
public AnomalousParticleType SeverityParticleType
Field Value
Type Description
AnomalousParticleType
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Stability

How likely an anomaly is to grow more dangerous. Moves both up and down. Ranges from 0 to 1. Values less than 0.5 indicate stability, whereas values greater than 0.5 indicate instability, which causes increases in severity.

Declaration
public float Stability
Field Value
Type Description
System.Single
Remarks

Note that this doesn't refer to stability as a percentage: This is an arbitrary value that only matters in relation to the GrowthThreshold and DecayThreshold

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SupercriticalSound

The sound plays when an anomaly goes supercritical

Declaration
public SoundSpecifier SupercriticalSound
Field Value
Type Description
Robust.Shared.Audio.SoundSpecifier
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WeakeningParticleType

The particle type that weakens the anomalys health.

Declaration
public AnomalousParticleType WeakeningParticleType
Field Value
Type Description
AnomalousParticleType
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