using Content.Shared.StatusEffect; using Robust.Shared.GameStates; using Robust.Shared.Timing; namespace Content.Shared.Jittering { /// /// A system for applying a jitter animation to any entity. /// 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; public float MaxFrequency = 10f; public float MinFrequency = 1f; public override void Initialize() { SubscribeLocalEvent(OnGetState); SubscribeLocalEvent(OnHandleState); } private void OnGetState(EntityUid uid, JitteringComponent component, ref ComponentGetState args) { args.State = new JitteringComponentState(component.Amplitude, component.Frequency); } private void OnHandleState(EntityUid uid, JitteringComponent component, ref ComponentHandleState args) { if (args.Current is not JitteringComponentState jitteringState) return; component.Amplitude = jitteringState.Amplitude; component.Frequency = jitteringState.Frequency; } /// /// Applies a jitter effect to the specified entity. /// You can apply this to any entity whatsoever, so be careful what you use it on! /// /// /// If the entity is already jittering, the jitter values will be updated but only if they're greater /// than the current ones and is false. /// /// Entity in question. /// For how much time to apply the effect. /// The status effect cooldown should be refreshed (true) or accumulated (false). /// Jitteriness of the animation. See and . /// Frequency for jittering. See and . /// Whether to change any existing jitter value even if they're greater than the ones we're setting. /// The status effects component to modify. public void DoJitter(EntityUid uid, TimeSpan time, bool refresh, float amplitude = 10f, float frequency = 4f, bool forceValueChange = false, StatusEffectsComponent? status = null) { if (!Resolve(uid, ref status, false)) return; amplitude = Math.Clamp(amplitude, MinAmplitude, MaxAmplitude); frequency = Math.Clamp(frequency, MinFrequency, MaxFrequency); if (StatusEffects.TryAddStatusEffect(uid, "Jitter", time, refresh, status)) { var jittering = EntityManager.GetComponent(uid); if(forceValueChange || jittering.Amplitude < amplitude) jittering.Amplitude = amplitude; if (forceValueChange || jittering.Frequency < frequency) jittering.Frequency = frequency; } } } }