Stunned Status and Knockdown Meth fix. (#39547)

* Init Commit

* Remove unused code, fix stun visuals bug

* Update Content.Shared/Stunnable/SharedStunSystem.cs

* Some initial changes

* first batch of changes

* Commit

* One line cleanup

* KnockdownStatusEffect ain't worth it.

* Fix 2 bugs

* Fixes

* Remove that actually,

* Maybe this?

* Meff fix

* Meff fix

* alert cleanup and API

* I expect update loops to be at the top.

* Fix LOC

* Address review

* Address review x 2

* Merg my PR

* Fix

* Update Content.Shared/Alert/AlertsSystem.cs

webedit

Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>

* FIX THAT TEST FAIL!!!!

* Me when I forget to actually give you alerts

* Push

* Tests are not failing locally why are they dying on github???

* Fix test fails (real)

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com>
Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>
This commit is contained in:
Princess Cheeseballs
2025-09-27 03:19:30 -07:00
committed by GitHub
parent abff932ca8
commit 141d903125
11 changed files with 179 additions and 64 deletions

View File

@@ -69,6 +69,7 @@ public sealed partial class GenericStatusEffect : EntityEffect
public enum StatusEffectMetabolismType
{
Update,
Add,
Remove,
Set

View File

@@ -0,0 +1,99 @@
using Content.Shared.Stunnable;
using JetBrains.Annotations;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects.StatusEffects;
/// <summary>
/// Changes the knockdown timer on an entity or causes knockdown.
/// </summary>
[UsedImplicitly]
public sealed partial class ModifyKnockdown : EntityEffect
{
/// <summary>
/// Should we only affect those with crawler component? Note if this is false, it will paralyze non-crawler's instead.
/// </summary>
[DataField]
public bool Crawling;
/// <summary>
/// Should we drop items when we fall?
/// </summary>
[DataField]
public bool Drop;
/// <summary>
/// Time for which knockdown should be applied. Behaviour changes according to <see cref="StatusEffectMetabolismType"/>.
/// </summary>
[DataField]
public TimeSpan Time = TimeSpan.FromSeconds(0.5);
/// <summary>
/// Should this effect add the status effect, remove time from it, or set its cooldown?
/// </summary>
[DataField]
public StatusEffectMetabolismType Type = StatusEffectMetabolismType.Add;
/// <summary>
/// Should this effect add knockdown?, remove time from it?, or set its cooldown?
/// </summary>
[DataField]
public bool Refresh = true;
/// <inheritdoc />
public override void Effect(EntityEffectBaseArgs args)
{
var stunSys = args.EntityManager.EntitySysManager.GetEntitySystem<SharedStunSystem>();
var time = Time;
if (args is EntityEffectReagentArgs reagentArgs)
time *= reagentArgs.Scale.Float();
switch (Type)
{
case StatusEffectMetabolismType.Update:
if (Crawling)
{
stunSys.TryCrawling(args.TargetEntity, time, drop: Drop);
}
else
{
stunSys.TryKnockdown(args.TargetEntity, time, drop: Drop);
}
break;
case StatusEffectMetabolismType.Add:
if (Crawling)
{
stunSys.TryCrawling(args.TargetEntity, time, false, drop: Drop);
}
else
{
stunSys.TryKnockdown(args.TargetEntity, time, false, drop: Drop);
}
break;
case StatusEffectMetabolismType.Remove:
stunSys.AddKnockdownTime(args.TargetEntity, -time);
break;
case StatusEffectMetabolismType.Set:
if (Crawling)
{
stunSys.TryCrawling(args.TargetEntity, time, drop: Drop);
}
else
{
stunSys.TryKnockdown(args.TargetEntity, time, drop: Drop);
}
stunSys.SetKnockdownTime(args.TargetEntity, time);
break;
}
}
/// <inheritdoc />
protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString(
"reagent-effect-guidebook-knockdown",
("chance", Probability),
("type", Type),
("time", Time.TotalSeconds)
);
}

View File

@@ -25,12 +25,6 @@ public sealed partial class ModifyStatusEffect : EntityEffect
[DataField]
public float Delay = 0f;
/// <remarks>
/// true - refresh status effect time (update to greater value), false - accumulate status effect time.
/// </remarks>
[DataField]
public bool Refresh = true;
/// <summary>
/// Should this effect add the status effect, remove time from it, or set its cooldown?
/// </summary>
@@ -49,11 +43,11 @@ public sealed partial class ModifyStatusEffect : EntityEffect
var duration = TimeSpan.FromSeconds(time);
switch (Type)
{
case StatusEffectMetabolismType.Update:
statusSys.TryUpdateStatusEffectDuration(args.TargetEntity, EffectProto, duration, Delay > 0 ? TimeSpan.FromSeconds(Delay) : null);
break;
case StatusEffectMetabolismType.Add:
if (Refresh)
statusSys.TryUpdateStatusEffectDuration(args.TargetEntity, EffectProto, duration, Delay > 0 ? TimeSpan.FromSeconds(Delay) : null);
else
statusSys.TryAddStatusEffectDuration(args.TargetEntity, EffectProto, duration, Delay > 0 ? TimeSpan.FromSeconds(Delay) : null);
statusSys.TryAddStatusEffectDuration(args.TargetEntity, EffectProto, duration, Delay > 0 ? TimeSpan.FromSeconds(Delay) : null);
break;
case StatusEffectMetabolismType.Remove:
statusSys.TryAddTime(args.TargetEntity, EffectProto, -duration);

View File

@@ -95,7 +95,7 @@ public abstract partial class SharedStunSystem
private void OnRejuvenate(Entity<KnockedDownComponent> entity, ref RejuvenateEvent args)
{
SetKnockdownTime(entity, GameTiming.CurTime);
SetKnockdownNextUpdate((entity, entity), GameTiming.CurTime);
if (entity.Comp.AutoStand)
RemComp<KnockedDownComponent>(entity);
@@ -156,6 +156,19 @@ public abstract partial class SharedStunSystem
DirtyField(entity, entity.Comp, nameof(KnockedDownComponent.DoAfterId));
}
/// <summary>
/// Sets the time left of the knockdown timer to the inputted value.
/// </summary>
/// <param name="entity">Entity who's knockdown time we're updating.</param>
/// <param name="time">The time we're updating with.</param>
public void SetKnockdownTime(Entity<KnockedDownComponent?> entity, TimeSpan time)
{
if (!Resolve(entity, ref entity.Comp, false))
return;
SetKnockdownNextUpdate(entity, GameTiming.CurTime + time);
}
/// <summary>
/// Updates the knockdown timer of a knocked down entity with a given inputted time, then dirties the time.
/// </summary>
@@ -170,18 +183,6 @@ public abstract partial class SharedStunSystem
AddKnockdownTime(entity, time);
}
/// <summary>
/// Sets the next update datafield of an entity's <see cref="KnockedDownComponent"/> to a specific time.
/// </summary>
/// <param name="entity">Entity whose timer we're updating</param>
/// <param name="time">The exact time we're setting the next update to.</param>
public void SetKnockdownTime(Entity<KnockedDownComponent> entity, TimeSpan time)
{
entity.Comp.NextUpdate = time;
DirtyField(entity, entity.Comp, nameof(KnockedDownComponent.NextUpdate));
Alerts.ShowAlert(entity.Owner, KnockdownAlert, null, (GameTiming.CurTime, entity.Comp.NextUpdate));
}
/// <summary>
/// Refreshes the amount of time an entity is knocked down to the inputted time, if it is greater than
/// the current time left.
@@ -195,7 +196,7 @@ public abstract partial class SharedStunSystem
var knockedTime = GameTiming.CurTime + time;
if (entity.Comp.NextUpdate < knockedTime)
SetKnockdownTime((entity, entity.Comp), knockedTime);
SetKnockdownNextUpdate((entity, entity.Comp), knockedTime);
}
/// <summary>
@@ -210,19 +211,35 @@ public abstract partial class SharedStunSystem
if (entity.Comp.NextUpdate < GameTiming.CurTime)
{
SetKnockdownTime((entity, entity.Comp), GameTiming.CurTime + time);
SetKnockdownNextUpdate((entity, entity.Comp), GameTiming.CurTime + time);
return;
}
entity.Comp.NextUpdate += time;
DirtyField(entity, entity.Comp, nameof(KnockedDownComponent.NextUpdate));
Alerts.ShowAlert(entity.Owner, KnockdownAlert, null, (GameTiming.CurTime, entity.Comp.NextUpdate));
SetKnockdownNextUpdate((entity, entity.Comp), entity.Comp.NextUpdate + time);
}
#endregion
#region Knockdown Logic
/// <summary>
/// Sets the next update datafield of an entity's <see cref="KnockedDownComponent"/> to a specific time.
/// </summary>
/// <param name="entity">Entity whose timer we're updating</param>
/// <param name="time">The exact time we're setting the next update to.</param>
private void SetKnockdownNextUpdate(Entity<KnockedDownComponent?> entity, TimeSpan time)
{
if (!Resolve(entity, ref entity.Comp, false))
return;
if (GameTiming.CurTime > time)
time = GameTiming.CurTime;
entity.Comp.NextUpdate = time;
DirtyField(entity, entity.Comp, nameof(KnockedDownComponent.NextUpdate));
Alerts.UpdateAlert(entity.Owner, KnockdownAlert, null, entity.Comp.NextUpdate);
}
private void HandleToggleKnockdown(ICommonSession? session)
{
if (session is not { } playerSession)

View File

@@ -104,6 +104,10 @@ reagent-effect-guidebook-even-health-change =
reagent-effect-guidebook-status-effect =
{ $type ->
[update]{ $chance ->
[1] Causes
*[other] cause
} {LOC($key)} for at least {NATURALFIXED($time, 3)} {MANY("second", $time)} without accumulation
[add] { $chance ->
[1] Causes
*[other] cause
@@ -134,6 +138,26 @@ reagent-effect-guidebook-status-effect-delay =
} {NATURALFIXED($time, 3)} {MANY("second", $time)} of {LOC($key)}
} after a {NATURALFIXED($delay, 3)} second delay
reagent-effect-guidebook-knockdown =
{ $type ->
[update]{ $chance ->
[1] Causes
*[other] cause
} {LOC($key)} for at least {NATURALFIXED($time, 3)} {MANY("second", $time)} without accumulation
[add] { $chance ->
[1] Causes
*[other] cause
} knockdown for at least {NATURALFIXED($time, 3)} {MANY("second", $time)} with accumulation
*[set] { $chance ->
[1] Causes
*[other] cause
} knockdown for at least {NATURALFIXED($time, 3)} {MANY("second", $time)} without accumulation
[remove]{ $chance ->
[1] Removes
*[other] remove
} {NATURALFIXED($time, 3)} {MANY("second", $time)} of knockdown
}
reagent-effect-guidebook-set-solution-temperature-effect =
{ $chance ->
[1] Sets

View File

@@ -34,7 +34,6 @@
min: 10
type: Add
time: 5
refresh: false
- !type:PopupMessage
type: Local
messages:

View File

@@ -114,7 +114,6 @@
effectProto: StatusEffectSeeingRainbow
time: 5
type: Add
refresh: false
Drink:
effects:
- !type:GenericStatusEffect

View File

@@ -372,7 +372,7 @@
shouldHave: false
effectProto: StatusEffectForcedSleeping
time: 3
type: Add
type: Update
- !type:HealthChange
conditions:
- !type:ReagentThreshold
@@ -412,7 +412,6 @@
effectProto: StatusEffectSeeingRainbow
type: Add
time: 15
refresh: false
- !type:Drunk
boozePower: 15
- !type:PopupMessage
@@ -452,7 +451,6 @@
effectProto: StatusEffectSeeingRainbow
type: Add
time: 500
refresh: false
- !type:Drunk
boozePower: 500
conditions:

View File

@@ -89,7 +89,6 @@
effectProto: StatusEffectDrowsiness
time: 1.5
type: Add
refresh: false
- !type:HealthChange
damage:
types:
@@ -364,12 +363,11 @@
min: 1
reagent: Histamine
amount: 4
- !type:GenericStatusEffect
key: Stun
- !type:ModifyStatusEffect
effectProto: StatusEffectStunned
time: 0.75
type: Remove
- !type:GenericStatusEffect
key: KnockedDown
- !type:ModifyKnockdown
time: 0.75
type: Remove
- !type:GenericStatusEffect
@@ -744,12 +742,11 @@
damage:
types:
Poison: 2
- !type:GenericStatusEffect
key: Stun
- !type:ModifyStatusEffect
effectProto: StatusEffectStunned
time: 3.0
type: Remove
- !type:GenericStatusEffect
key: KnockedDown
- !type:ModifyKnockdown
time: 3.0
type: Remove
- !type:ModifyStatusEffect
@@ -1354,7 +1351,6 @@
min: 30
type: Add
time: 8
refresh: false
- !type:GenericStatusEffect
key: Jitter
time: 2.0
@@ -1416,7 +1412,6 @@
effectProto: StatusEffectDrowsiness
time: 4
type: Add
refresh: false
- !type:GenericStatusEffect
key: Jitter
time: 4.0

View File

@@ -33,12 +33,11 @@
key: Stutter
component: StutteringAccent
- !type:Jitter
- !type:GenericStatusEffect
key: Stun
- !type:ModifyStatusEffect
effectProto: StatusEffectStunned
time: 3
type: Remove
- !type:GenericStatusEffect
key: KnockedDown
- !type:ModifyKnockdown
time: 3
type: Remove
- !type:ModifyStatusEffect
@@ -82,12 +81,11 @@
Poison: 2 # this is added to the base damage of the meth.
Asphyxiation: 2
- !type:Jitter
- !type:GenericStatusEffect
key: Stun
- !type:ModifyStatusEffect
effectProto: StatusEffectStunned
time: 1
type: Remove
- !type:GenericStatusEffect
key: KnockedDown
- !type:ModifyKnockdown
time: 1
type: Remove
- !type:ModifyStatusEffect
@@ -142,12 +140,11 @@
min: 1
reagent: ChloralHydrate
amount: -10
- !type:GenericStatusEffect
key: Stun
- !type:ModifyStatusEffect
effectProto: StatusEffectStunned
time: 3
type: Remove
- !type:GenericStatusEffect
key: KnockedDown
- !type:ModifyKnockdown
time: 3
type: Remove
- !type:GenericStatusEffect
@@ -205,7 +202,6 @@
effectProto: StatusEffectSeeingRainbow
time: 16
type: Add
refresh: false
- type: reagent
id: Nicotine
@@ -243,7 +239,6 @@
effectProto: StatusEffectSeeingRainbow
time: 10
type: Add
refresh: false
- !type:ChemVomit # Vomiting is a symptom of brain damage
probability: 0.05
- !type:Drunk # Headaches and slurring are major symptoms of brain damage, this is close enough
@@ -264,7 +259,6 @@
effectProto: StatusEffectSeeingRainbow
type: Add
time: 5
refresh: false
- type: reagent
id: Bananadine
@@ -281,7 +275,6 @@
effectProto: StatusEffectSeeingRainbow
type: Add
time: 5
refresh: false
# Probably replace this one with sleeping chem when putting someone in a comatose state is easier
- type: reagent
@@ -325,7 +318,6 @@
component: Muted
type: Add
time: 10
refresh: false
- type: reagent
id: NorepinephricAcid
@@ -477,4 +469,3 @@
effectProto: StatusEffectSeeingRainbow
type: Add
time: 5
refresh: false

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@@ -74,7 +74,6 @@
effectProto: StatusEffectDrowsiness
time: 4
type: Add
refresh: false
- !type:HealthChange
conditions:
- !type:ReagentThreshold
@@ -359,7 +358,6 @@
effectProto: StatusEffectSeeingRainbow
type: Add
time: 10
refresh: false
# TODO: PROPER hallucinations
- type: reagent