New status effect system (#37238)
* spectra * documentation * added into liquid anomaly * Update TemporaryStealthComponent.cs * Update TemporaryStealthComponent.cs * integrated * new system * mark old status effect system as obsolete * ForcedSleeping new status effect * work with reagents * networking??? * Revert "integrated" This reverts commit bca02b82bae18ae131af593d7eb86e6de2745157. * Revert "Update TemporaryStealthComponent.cs" This reverts commit 4a5be8c4b704a0d1ff9544b2e245d8b2701ec580. * Revert "Update TemporaryStealthComponent.cs" This reverts commit a4875bcb41347638854bd723d96a51c3e6d38034. * Revert "added into liquid anomaly" This reverts commit df5086b14bb35f1467158a36807c0f2163a16d99. * Revert "documentation" This reverts commit 3629b9466758cbdfa4dd5e67ece122fa2f181138. * Revert "spectra" This reverts commit 2d03d88c16d16ad6831c19a7921b84600daeb284. * drowsiness status effect remove * reagents work * polish, remove test changes * first Fildrance review part * Update misc.yml * more fildrance review * final part * fix trailing spaces * sleeping status effect * drowsiness status effect * Create ModifyStatusEffect.cs * some tweak * Yay!!! Manual networking * minor nitpick * oopsie * refactor: xml-docs, notnullwhen attributes, whitespaces * fildrance and emo review * refactor: simplify check in SharedStatusEffectsSystem by using pattern matching, TryEffectsWithComp now returns set of Entity<T, StatusEffectComponent> --------- Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
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@@ -1,5 +1,7 @@
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using Content.Shared.Bed.Sleep;
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using Content.Shared.Drowsiness;
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using Content.Shared.StatusEffect;
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using Content.Shared.StatusEffectNew;
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using Content.Shared.StatusEffectNew.Components;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Enums;
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@@ -15,11 +17,14 @@ public sealed class DrowsinessOverlay : Overlay
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IEntitySystemManager _sysMan = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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private readonly SharedStatusEffectsSystem _statusEffects = default!;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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public override bool RequestScreenTexture => true;
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private readonly ShaderInstance _drowsinessShader;
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private EntityQuery<StatusEffectComponent> _statusQuery;
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public float CurrentPower = 0.0f;
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private const float PowerDivisor = 250.0f;
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@@ -29,6 +34,9 @@ public sealed class DrowsinessOverlay : Overlay
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public DrowsinessOverlay()
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{
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IoCManager.InjectDependencies(this);
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_statusEffects = _sysMan.GetEntitySystem<SharedStatusEffectsSystem>();
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_statusQuery = _entityManager.GetEntityQuery<StatusEffectComponent>();
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_drowsinessShader = _prototypeManager.Index<ShaderPrototype>("Drowsiness").InstanceUnique();
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}
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@@ -39,16 +47,21 @@ public sealed class DrowsinessOverlay : Overlay
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if (playerEntity == null)
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return;
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if (!_entityManager.HasComponent<DrowsinessComponent>(playerEntity)
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|| !_entityManager.TryGetComponent<StatusEffectsComponent>(playerEntity, out var status))
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if (!_statusEffects.TryEffectsWithComp<DrowsinessStatusEffectComponent>(playerEntity, out var drowsinessEffects))
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return;
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var statusSys = _sysMan.GetEntitySystem<StatusEffectsSystem>();
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if (!statusSys.TryGetTime(playerEntity.Value, SharedDrowsinessSystem.DrowsinessKey, out var time, status))
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TimeSpan? remainingTime = TimeSpan.Zero;
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foreach (var (_, _, statusEffectComp) in drowsinessEffects)
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{
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if (statusEffectComp.EndEffectTime > remainingTime)
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remainingTime = statusEffectComp.EndEffectTime;
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}
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if (remainingTime is null)
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return;
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var curTime = _timing.CurTime;
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var timeLeft = (float)(time.Value.Item2 - curTime).TotalSeconds;
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var timeLeft = (float)(remainingTime - curTime).Value.TotalSeconds;
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CurrentPower += 8f * (0.5f * timeLeft - CurrentPower) * args.DeltaSeconds / (timeLeft + 1);
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}
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