using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Movement.Systems;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Server.Chemistry.ReagentEffects
{
///
/// Default metabolism for stimulants and tranqs. Attempts to find a MovementSpeedModifier on the target,
/// adding one if not there and to change the movespeed
///
public sealed partial class MovespeedModifier : ReagentEffect
{
///
/// How much the entities' walk speed is multiplied by.
///
[DataField]
public float WalkSpeedModifier { get; set; } = 1;
///
/// How much the entities' run speed is multiplied by.
///
[DataField]
public float SprintSpeedModifier { get; set; } = 1;
///
/// How long the modifier applies (in seconds) when metabolized.
///
[DataField]
public float StatusLifetime = 2f;
protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
{
return Loc.GetString("reagent-effect-guidebook-movespeed-modifier",
("chance", Probability),
("walkspeed", WalkSpeedModifier),
("time", StatusLifetime));
}
///
/// Remove reagent at set rate, changes the movespeed modifiers and adds a MovespeedModifierMetabolismComponent if not already there.
///
public override void Effect(ReagentEffectArgs args)
{
var status = args.EntityManager.EnsureComponent(args.SolutionEntity);
// Only refresh movement if we need to.
var modified = !status.WalkSpeedModifier.Equals(WalkSpeedModifier) ||
!status.SprintSpeedModifier.Equals(SprintSpeedModifier);
status.WalkSpeedModifier = WalkSpeedModifier;
status.SprintSpeedModifier = SprintSpeedModifier;
// only going to scale application time
var statusLifetime = StatusLifetime;
statusLifetime *= args.Scale;
IncreaseTimer(status, statusLifetime);
if (modified)
EntitySystem.Get().RefreshMovementSpeedModifiers(args.SolutionEntity);
}
public void IncreaseTimer(MovespeedModifierMetabolismComponent status, float time)
{
var gameTiming = IoCManager.Resolve();
var offsetTime = Math.Max(status.ModifierTimer.TotalSeconds, gameTiming.CurTime.TotalSeconds);
status.ModifierTimer = TimeSpan.FromSeconds(offsetTime + time);
status.Dirty();
}
}
}