using Content.Shared.Chemistry.Reagent;
using Content.Shared.EntityEffects;
using Content.Shared.Jittering;
using Robust.Shared.Prototypes;
namespace Content.Server.EntityEffects.Effects.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 partial class Jitter : EntityEffect
{
[DataField]
public float Amplitude = 10.0f;
[DataField]
public float Frequency = 4.0f;
[DataField]
public float Time = 2.0f;
///
/// true - refresh jitter time, false - accumulate jitter time
///
[DataField]
public bool Refresh = true;
public override void Effect(EntityEffectBaseArgs args)
{
var time = Time;
if (args is EntityEffectReagentArgs reagentArgs)
time *= reagentArgs.Scale.Float();
args.EntityManager.EntitySysManager.GetEntitySystem()
.DoJitter(args.TargetEntity, TimeSpan.FromSeconds(time), Refresh, Amplitude, Frequency);
}
protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys) =>
Loc.GetString("reagent-effect-guidebook-jittering", ("chance", Probability));
}