using Content.Shared.Chemistry.Reagent;
using Content.Shared.Jittering;
using Robust.Shared.Prototypes;
namespace Content.Server.Chemistry.ReagentEffects.StatusEffects
{
///
/// Adds the jitter status effect to a mob.
/// This doesn't use generic status effects because it needs to
/// take in some parameters that JitterSystem needs.
///
public sealed class Jitter : ReagentEffect
{
[DataField("amplitude")]
public float Amplitude = 10.0f;
[DataField("frequency")]
public float Frequency = 4.0f;
[DataField("time")]
public float Time = 2.0f;
///
/// true - refresh jitter time, false - accumulate jitter time
///
[DataField("refresh")]
public bool Refresh = true;
public override void Effect(ReagentEffectArgs args)
{
var time = Time;
time *= args.Scale;
args.EntityManager.EntitySysManager.GetEntitySystem()
.DoJitter(args.SolutionEntity, TimeSpan.FromSeconds(time), Refresh, Amplitude, Frequency);
}
protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys) =>
Loc.GetString("reagent-effect-guidebook-jittering", ("chance", Probability));
}
}