[NEW STATUS SYSTEM] Drunkenness, Stuttering, Slurred Speech, and Bloodloss (#38678)

* The only commit that matters

* I had to stop playing with my cat to push this change

* Yaml removal

* Proper drunk status effect and remove shitcode

* Review changes

* whoops

* Whoops x2

* Update master fix merge conflicts

* Fix merge conflicts

* Dunk Component kill

* MORE RELAYS

* Holy fucking breaking changes

* Ough

* 46 file diff

* Fix bad commits

* Erm what the test fail?

* Fix those last two

* Merge conflicts

* Me when I fix the merge conflicts

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
This commit is contained in:
Princess Cheeseballs
2025-08-18 13:26:29 -07:00
committed by GitHub
parent d737e39a98
commit 6b73d320b9
27 changed files with 235 additions and 176 deletions

View File

@@ -3,8 +3,7 @@ using Content.Server.Speech.Components;
using Content.Shared.Drunk;
using Content.Shared.Speech;
using Content.Shared.Speech.EntitySystems;
using Content.Shared.StatusEffect;
using Robust.Shared.Prototypes;
using Content.Shared.StatusEffectNew;
using Robust.Shared.Random;
using Robust.Shared.Timing;
@@ -12,26 +11,15 @@ namespace Content.Server.Speech.EntitySystems;
public sealed class SlurredSystem : SharedSlurredSystem
{
[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
[Dependency] private readonly StatusEffectsSystem _status = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IGameTiming _timing = default!;
private static readonly ProtoId<StatusEffectPrototype> SlurKey = "SlurredSpeech";
public override void Initialize()
{
SubscribeLocalEvent<SlurredAccentComponent, AccentGetEvent>(OnAccent);
}
public override void DoSlur(EntityUid uid, TimeSpan time, StatusEffectsComponent? status = null)
{
if (!Resolve(uid, ref status, false))
return;
if (!_statusEffectsSystem.HasStatusEffect(uid, SlurKey, status))
_statusEffectsSystem.TryAddStatusEffect<SlurredAccentComponent>(uid, SlurKey, time, true, status);
else
_statusEffectsSystem.TryAddTime(uid, SlurKey, time, status);
SubscribeLocalEvent<SlurredAccentComponent, StatusEffectRelayedEvent<AccentGetEvent>>(OnAccentRelayed);
}
/// <summary>
@@ -39,15 +27,33 @@ public sealed class SlurredSystem : SharedSlurredSystem
/// </summary>
private float GetProbabilityScale(EntityUid uid)
{
if (!_statusEffectsSystem.TryGetTime(uid, SharedDrunkSystem.DrunkKey, out var time))
if (!_status.TryGetMaxTime<DrunkStatusEffectComponent>(uid, out var time))
return 0;
var curTime = _timing.CurTime;
var timeLeft = (float) (time.Value.Item2 - curTime).TotalSeconds;
return Math.Clamp((timeLeft - 80) / 1100, 0f, 1f);
// This is a magic number. Why this value? No clue it was made 3 years before I refactored this.
var magic = SharedDrunkSystem.MagicNumber;
if (time.Item2 != null)
{
var curTime = _timing.CurTime;
magic = (float) (time.Item2 - curTime).Value.TotalSeconds - 80f;
}
return Math.Clamp(magic / SharedDrunkSystem.MagicNumber, 0f, 1f);
}
private void OnAccent(EntityUid uid, SlurredAccentComponent component, AccentGetEvent args)
private void OnAccent(Entity<SlurredAccentComponent> entity, ref AccentGetEvent args)
{
GetAccent(entity, ref args);
}
private void OnAccentRelayed(Entity<SlurredAccentComponent> entity, ref StatusEffectRelayedEvent<AccentGetEvent> args)
{
var ev = args.Args;
GetAccent(args.Args.Entity, ref ev);
}
private void GetAccent(EntityUid uid, ref AccentGetEvent args)
{
var scale = GetProbabilityScale(uid);
args.Message = Accentuate(args.Message, scale);