Move entity effects definitions to shared (#35614)
* Move entity effects to shared * relocate spawning to server * Generic version of EntityEffect for just raising event. * genericise everything * oops forgot to push you * some condensation * finish rebas * unwhite the space * oops forgot nuke * bad rebase fix * useless annotations begone --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com>
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Content.Shared/EntityEffects/Effects/MovespeedModifier.cs
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Content.Shared/EntityEffects/Effects/MovespeedModifier.cs
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Movement.Systems;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Shared.EntityEffects.Effects;
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/// <summary>
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/// Default metabolism for stimulants and tranqs. Attempts to find a MovementSpeedModifier on the target,
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/// adding one if not there and to change the movespeed
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/// </summary>
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public sealed partial class MovespeedModifier : EntityEffect
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{
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/// <summary>
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/// How much the entities' walk speed is multiplied by.
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/// </summary>
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[DataField]
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public float WalkSpeedModifier { get; set; } = 1;
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/// <summary>
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/// How much the entities' run speed is multiplied by.
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/// </summary>
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[DataField]
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public float SprintSpeedModifier { get; set; } = 1;
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/// <summary>
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/// How long the modifier applies (in seconds).
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/// Is scaled by reagent amount if used with an EntityEffectReagentArgs.
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/// </summary>
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[DataField]
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public float StatusLifetime = 2f;
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protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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{
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return Loc.GetString("reagent-effect-guidebook-movespeed-modifier",
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("chance", Probability),
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("walkspeed", WalkSpeedModifier),
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("time", StatusLifetime));
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}
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/// <summary>
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/// Remove reagent at set rate, changes the movespeed modifiers and adds a MovespeedModifierMetabolismComponent if not already there.
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/// </summary>
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public override void Effect(EntityEffectBaseArgs args)
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{
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var status = args.EntityManager.EnsureComponent<MovespeedModifierMetabolismComponent>(args.TargetEntity);
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// Only refresh movement if we need to.
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var modified = !status.WalkSpeedModifier.Equals(WalkSpeedModifier) ||
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!status.SprintSpeedModifier.Equals(SprintSpeedModifier);
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status.WalkSpeedModifier = WalkSpeedModifier;
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status.SprintSpeedModifier = SprintSpeedModifier;
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// only going to scale application time
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var statusLifetime = StatusLifetime;
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if (args is EntityEffectReagentArgs reagentArgs)
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{
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statusLifetime *= reagentArgs.Scale.Float();
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}
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IncreaseTimer(status, statusLifetime, args.EntityManager, args.TargetEntity);
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if (modified)
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args.EntityManager.System<MovementSpeedModifierSystem>().RefreshMovementSpeedModifiers(args.TargetEntity);
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}
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private void IncreaseTimer(MovespeedModifierMetabolismComponent status, float time, IEntityManager entityManager, EntityUid uid)
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{
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var gameTiming = IoCManager.Resolve<IGameTiming>();
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var offsetTime = Math.Max(status.ModifierTimer.TotalSeconds, gameTiming.CurTime.TotalSeconds);
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status.ModifierTimer = TimeSpan.FromSeconds(offsetTime + time);
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entityManager.Dirty(uid, status);
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}
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}
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