Stuttering during blood loss. (#15153)

Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
This commit is contained in:
Ilushkins33
2023-05-05 21:46:52 +08:00
committed by GitHub
parent 821d439d24
commit e808a02856
3 changed files with 31 additions and 16 deletions

View File

@@ -150,9 +150,9 @@ namespace Content.Server.Body.Components
public Solution BloodTemporarySolution = default!;
/// <summary>
/// Variable that stores the amount of drunk time added by having a low blood level.
/// Variable that stores the amount of status time added by having a low blood level.
/// </summary>
[ViewVariables(VVAccess.ReadWrite)]
public float DrunkTime;
public float StatusTime;
}
}

View File

@@ -21,6 +21,7 @@ using Robust.Shared.Audio;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Content.Shared.Speech.EntitySystems;
namespace Content.Server.Body.Systems;
@@ -35,6 +36,7 @@ public sealed class BloodstreamSystem : EntitySystem
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
[Dependency] private readonly SharedDrunkSystem _drunkSystem = default!;
[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
[Dependency] private readonly SharedStutteringSystem _stutteringSystem = default!;
public override void Initialize()
{
@@ -117,21 +119,21 @@ public sealed class BloodstreamSystem : EntitySystem
// The effect is applied in a way that it will never be cleared without being healthy.
// Multiplying by 2 is arbitrary but works for this case, it just prevents the time from running out
_drunkSystem.TryApplyDrunkenness(uid, bloodstream.UpdateInterval*2, false);
_stutteringSystem.DoStutter(uid, TimeSpan.FromSeconds(bloodstream.UpdateInterval*2), false);
// storing the drunk time so we can remove it independently from other effects additions
bloodstream.DrunkTime += bloodstream.UpdateInterval * 2;
// storing the drunk and stutter time so we can remove it independently from other effects additions
bloodstream.StatusTime += bloodstream.UpdateInterval * 2;
}
else if (_mobStateSystem.IsAlive(uid))
{
// If they're healthy, we'll try and heal some bloodloss instead.
_damageableSystem.TryChangeDamage(uid, bloodstream.BloodlossHealDamage * bloodPercentage, true, false);
// Remove the drunk effect when healthy. Should only remove the amount of drunk added by low blood level
_drunkSystem.TryRemoveDrunkenessTime(uid, bloodstream.DrunkTime);
// Reset the drunk time to zero
bloodstream.DrunkTime = 0;
// Remove the drunk effect when healthy. Should only remove the amount of drunk and stutter added by low blood level
_drunkSystem.TryRemoveDrunkenessTime(uid, bloodstream.StatusTime);
_stutteringSystem.DoRemoveStutterTime(uid, bloodstream.StatusTime);
// Reset the drunk and stutter time to zero
bloodstream.StatusTime = 0;
}
}
}

View File

@@ -1,12 +1,25 @@
using Content.Shared.StatusEffect;
namespace Content.Shared.Speech.EntitySystems
namespace Content.Shared.Speech.EntitySystems;
public abstract class SharedStutteringSystem : EntitySystem
{
public abstract class SharedStutteringSystem : EntitySystem
{
public const string StutterKey = "Stutter";
[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
// For code in shared... I imagine we ain't getting accent prediction anytime soon so let's not bother.
public virtual void DoStutter(EntityUid uid, TimeSpan time, bool refresh, StatusEffectsComponent? status = null)
{
}
public virtual void DoRemoveStutterTime(EntityUid uid, double timeRemoved)
{
_statusEffectsSystem.TryRemoveTime(uid, StutterKey, TimeSpan.FromSeconds(timeRemoved));
}
public void DoRemoveStutter(EntityUid uid, double timeRemoved)
{
_statusEffectsSystem.TryRemoveStatusEffect(uid, StutterKey);
}
}