Stuttering during blood loss. (#15153)
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -150,9 +150,9 @@ namespace Content.Server.Body.Components
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public Solution BloodTemporarySolution = default!;
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/// <summary>
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/// Variable that stores the amount of drunk time added by having a low blood level.
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/// Variable that stores the amount of status time added by having a low blood level.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public float DrunkTime;
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public float StatusTime;
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}
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}
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@@ -21,6 +21,7 @@ using Robust.Shared.Audio;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Content.Shared.Speech.EntitySystems;
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namespace Content.Server.Body.Systems;
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@@ -35,6 +36,7 @@ public sealed class BloodstreamSystem : EntitySystem
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly SharedDrunkSystem _drunkSystem = default!;
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[Dependency] private readonly SolutionContainerSystem _solutionContainerSystem = default!;
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[Dependency] private readonly SharedStutteringSystem _stutteringSystem = default!;
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public override void Initialize()
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{
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@@ -117,21 +119,21 @@ public sealed class BloodstreamSystem : EntitySystem
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// The effect is applied in a way that it will never be cleared without being healthy.
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// Multiplying by 2 is arbitrary but works for this case, it just prevents the time from running out
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_drunkSystem.TryApplyDrunkenness(uid, bloodstream.UpdateInterval*2, false);
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_stutteringSystem.DoStutter(uid, TimeSpan.FromSeconds(bloodstream.UpdateInterval*2), false);
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// storing the drunk time so we can remove it independently from other effects additions
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bloodstream.DrunkTime += bloodstream.UpdateInterval * 2;
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// storing the drunk and stutter time so we can remove it independently from other effects additions
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bloodstream.StatusTime += bloodstream.UpdateInterval * 2;
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}
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else if (_mobStateSystem.IsAlive(uid))
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{
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// If they're healthy, we'll try and heal some bloodloss instead.
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_damageableSystem.TryChangeDamage(uid, bloodstream.BloodlossHealDamage * bloodPercentage, true, false);
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// Remove the drunk effect when healthy. Should only remove the amount of drunk added by low blood level
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_drunkSystem.TryRemoveDrunkenessTime(uid, bloodstream.DrunkTime);
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// Reset the drunk time to zero
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bloodstream.DrunkTime = 0;
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// Remove the drunk effect when healthy. Should only remove the amount of drunk and stutter added by low blood level
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_drunkSystem.TryRemoveDrunkenessTime(uid, bloodstream.StatusTime);
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_stutteringSystem.DoRemoveStutterTime(uid, bloodstream.StatusTime);
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// Reset the drunk and stutter time to zero
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bloodstream.StatusTime = 0;
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}
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}
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}
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@@ -1,12 +1,25 @@
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using Content.Shared.StatusEffect;
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namespace Content.Shared.Speech.EntitySystems
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namespace Content.Shared.Speech.EntitySystems;
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public abstract class SharedStutteringSystem : EntitySystem
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{
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public abstract class SharedStutteringSystem : EntitySystem
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{
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public const string StutterKey = "Stutter";
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[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
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// For code in shared... I imagine we ain't getting accent prediction anytime soon so let's not bother.
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public virtual void DoStutter(EntityUid uid, TimeSpan time, bool refresh, StatusEffectsComponent? status = null)
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{
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}
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public virtual void DoRemoveStutterTime(EntityUid uid, double timeRemoved)
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{
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_statusEffectsSystem.TryRemoveTime(uid, StutterKey, TimeSpan.FromSeconds(timeRemoved));
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}
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public void DoRemoveStutter(EntityUid uid, double timeRemoved)
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{
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_statusEffectsSystem.TryRemoveStatusEffect(uid, StutterKey);
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}
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}
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