Status effect refactor (#4868)

* Oops! All Changes In One Commit

* try desperately to fix prediction issues and fail

* oops

* test

* actually fixes prediction issues

* port jittering to status effect

* default merge behavior + alert cooldown stuff

* silly test issue

* zabloing

* address reviews
This commit is contained in:
mirrorcult
2021-10-15 14:45:04 -07:00
committed by GitHub
parent 51578304f1
commit ae1ce0b31c
36 changed files with 811 additions and 511 deletions

View File

@@ -1,5 +1,7 @@
using System;
using System.Collections.Generic;
using Content.Shared.Alert;
using Content.Shared.StatusEffect;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
@@ -13,6 +15,7 @@ namespace Content.Shared.Jittering
public abstract class SharedJitteringSystem : EntitySystem
{
[Dependency] protected readonly IGameTiming GameTiming = default!;
[Dependency] protected readonly StatusEffectsSystem StatusEffects = default!;
public float MaxAmplitude = 300f;
public float MinAmplitude = 1f;
@@ -20,11 +23,6 @@ namespace Content.Shared.Jittering
public float MaxFrequency = 10f;
public float MinFrequency = 1f;
/// <summary>
/// List of jitter components to be removed, cached so we don't allocate it every tick.
/// </summary>
private readonly List<JitteringComponent> _removeList = new();
public override void Initialize()
{
SubscribeLocalEvent<JitteringComponent, ComponentGetState>(OnGetState);
@@ -33,7 +31,7 @@ namespace Content.Shared.Jittering
private void OnGetState(EntityUid uid, JitteringComponent component, ref ComponentGetState args)
{
args.State = new JitteringComponentState(component.EndTime, component.Amplitude, component.Frequency);
args.State = new JitteringComponentState(component.Amplitude, component.Frequency);
}
private void OnHandleState(EntityUid uid, JitteringComponent component, ref ComponentHandleState args)
@@ -41,7 +39,6 @@ namespace Content.Shared.Jittering
if (args.Current is not JitteringComponentState jitteringState)
return;
component.EndTime = jitteringState.EndTime;
component.Amplitude = jitteringState.Amplitude;
component.Frequency = jitteringState.Frequency;
}
@@ -59,56 +56,26 @@ namespace Content.Shared.Jittering
/// <param name="amplitude">Jitteriness of the animation. See <see cref="MaxAmplitude"/> and <see cref="MinAmplitude"/>.</param>
/// <param name="frequency">Frequency for jittering. See <see cref="MaxFrequency"/> and <see cref="MinFrequency"/>.</param>
/// <param name="forceValueChange">Whether to change any existing jitter value even if they're greater than the ones we're setting.</param>
public void DoJitter(EntityUid uid, TimeSpan time, float amplitude = 10f, float frequency = 4f, bool forceValueChange = false)
/// <param name="status">The status effects component to modify.</param>
public void DoJitter(EntityUid uid, TimeSpan time, float amplitude = 10f, float frequency = 4f, bool forceValueChange = false,
StatusEffectsComponent? status=null)
{
var jittering = EntityManager.EnsureComponent<JitteringComponent>(uid);
var endTime = GameTiming.CurTime + time;
if (!Resolve(uid, ref status, false))
return;
amplitude = Math.Clamp(amplitude, MinAmplitude, MaxAmplitude);
frequency = Math.Clamp(frequency, MinFrequency, MaxFrequency);
if (forceValueChange || jittering.EndTime < endTime)
jittering.EndTime = endTime;
if(forceValueChange || jittering.Amplitude < amplitude)
jittering.Amplitude = amplitude;
if (forceValueChange || jittering.Frequency < frequency)
jittering.Frequency = frequency;
jittering.Dirty();
}
/// <summary>
/// Immediately stops any jitter animation from an entity.
/// </summary>
/// <param name="uid">The entity in question.</param>
public void StopJitter(EntityUid uid)
{
if (!EntityManager.HasComponent<JitteringComponent>(uid))
return;
EntityManager.RemoveComponent<JitteringComponent>(uid);
}
public override void Update(float frameTime)
{
foreach (var jittering in EntityManager.EntityQuery<JitteringComponent>())
if (StatusEffects.TryAddStatusEffect<JitteringComponent>(uid, "Jitter", time, status))
{
if(jittering.EndTime <= GameTiming.CurTime)
_removeList.Add(jittering);
var jittering = EntityManager.GetComponent<JitteringComponent>(uid);
if(forceValueChange || jittering.Amplitude < amplitude)
jittering.Amplitude = amplitude;
if (forceValueChange || jittering.Frequency < frequency)
jittering.Frequency = frequency;
}
if (_removeList.Count == 0)
return;
foreach (var jittering in _removeList)
{
jittering.Owner.RemoveComponent<JitteringComponent>();
}
_removeList.Clear();
}
}
}