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>
This commit is contained in:
Red
2025-06-25 14:41:35 +03:00
committed by GitHub
parent 8be0b7a614
commit 78a94730be
35 changed files with 913 additions and 170 deletions

View File

@@ -1,5 +1,7 @@
using Content.Shared.Bed.Sleep;
using Content.Shared.Drowsiness;
using Content.Shared.StatusEffect;
using Content.Shared.StatusEffectNew;
using Content.Shared.StatusEffectNew.Components;
using Robust.Client.Graphics;
using Robust.Client.Player;
using Robust.Shared.Enums;
@@ -15,11 +17,14 @@ public sealed class DrowsinessOverlay : Overlay
[Dependency] private readonly IPlayerManager _playerManager = default!;
[Dependency] private readonly IEntitySystemManager _sysMan = default!;
[Dependency] private readonly IGameTiming _timing = default!;
private readonly SharedStatusEffectsSystem _statusEffects = default!;
public override OverlaySpace Space => OverlaySpace.WorldSpace;
public override bool RequestScreenTexture => true;
private readonly ShaderInstance _drowsinessShader;
private EntityQuery<StatusEffectComponent> _statusQuery;
public float CurrentPower = 0.0f;
private const float PowerDivisor = 250.0f;
@@ -29,6 +34,9 @@ public sealed class DrowsinessOverlay : Overlay
public DrowsinessOverlay()
{
IoCManager.InjectDependencies(this);
_statusEffects = _sysMan.GetEntitySystem<SharedStatusEffectsSystem>();
_statusQuery = _entityManager.GetEntityQuery<StatusEffectComponent>();
_drowsinessShader = _prototypeManager.Index<ShaderPrototype>("Drowsiness").InstanceUnique();
}
@@ -39,16 +47,21 @@ public sealed class DrowsinessOverlay : Overlay
if (playerEntity == null)
return;
if (!_entityManager.HasComponent<DrowsinessComponent>(playerEntity)
|| !_entityManager.TryGetComponent<StatusEffectsComponent>(playerEntity, out var status))
if (!_statusEffects.TryEffectsWithComp<DrowsinessStatusEffectComponent>(playerEntity, out var drowsinessEffects))
return;
var statusSys = _sysMan.GetEntitySystem<StatusEffectsSystem>();
if (!statusSys.TryGetTime(playerEntity.Value, SharedDrowsinessSystem.DrowsinessKey, out var time, status))
TimeSpan? remainingTime = TimeSpan.Zero;
foreach (var (_, _, statusEffectComp) in drowsinessEffects)
{
if (statusEffectComp.EndEffectTime > remainingTime)
remainingTime = statusEffectComp.EndEffectTime;
}
if (remainingTime is null)
return;
var curTime = _timing.CurTime;
var timeLeft = (float)(time.Value.Item2 - curTime).TotalSeconds;
var timeLeft = (float)(remainingTime - curTime).Value.TotalSeconds;
CurrentPower += 8f * (0.5f * timeLeft - CurrentPower) * args.DeltaSeconds / (timeLeft + 1);
}