using Content.Shared.Jittering;
using Content.Shared.StatusEffect;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects.StatusEffects;
// TODO: When Jittering is moved to new Status, make this use StatusEffectsContainerComponent.
///
/// Applies the Jittering Status Effect to this entity.
/// The amount of time the Jittering is applied is modified by scale.
///
///
public sealed partial class JitterEntityEffectSystem : EntityEffectSystem
{
[Dependency] private readonly SharedJitteringSystem _jittering = default!;
protected override void Effect(Entity entity, ref EntityEffectEvent args)
{
var time = args.Effect.Time * args.Scale;
_jittering.DoJitter(entity, TimeSpan.FromSeconds(time), args.Effect.Refresh, args.Effect.Amplitude, args.Effect.Frequency);
}
}
///
public sealed partial class Jitter : EntityEffectBase
{
[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 string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys) =>
Loc.GetString("entity-effect-guidebook-jittering", ("chance", Probability));
}