* Init Commit * Remove unused code, fix stun visuals bug * Update Content.Shared/Stunnable/SharedStunSystem.cs * Some initial changes * first batch of changes * Commit * One line cleanup * KnockdownStatusEffect ain't worth it. * Fix 2 bugs * Fixes * Remove that actually, * Maybe this? * Meff fix * Meff fix * alert cleanup and API * I expect update loops to be at the top. * Fix LOC * Address review * Address review x 2 * Merg my PR * Fix * Update Content.Shared/Alert/AlertsSystem.cs webedit Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com> * FIX THAT TEST FAIL!!!! * Me when I forget to actually give you alerts * Push * Tests are not failing locally why are they dying on github??? * Fix test fails (real) --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>
100 lines
3.2 KiB
C#
100 lines
3.2 KiB
C#
using Content.Shared.Stunnable;
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using JetBrains.Annotations;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects.StatusEffects;
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/// <summary>
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/// Changes the knockdown timer on an entity or causes knockdown.
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/// </summary>
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[UsedImplicitly]
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public sealed partial class ModifyKnockdown : EntityEffect
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{
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/// <summary>
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/// Should we only affect those with crawler component? Note if this is false, it will paralyze non-crawler's instead.
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/// </summary>
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[DataField]
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public bool Crawling;
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/// <summary>
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/// Should we drop items when we fall?
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/// </summary>
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[DataField]
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public bool Drop;
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/// <summary>
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/// Time for which knockdown should be applied. Behaviour changes according to <see cref="StatusEffectMetabolismType"/>.
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/// </summary>
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[DataField]
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public TimeSpan Time = TimeSpan.FromSeconds(0.5);
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/// <summary>
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/// Should this effect add the status effect, remove time from it, or set its cooldown?
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/// </summary>
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[DataField]
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public StatusEffectMetabolismType Type = StatusEffectMetabolismType.Add;
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/// <summary>
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/// Should this effect add knockdown?, remove time from it?, or set its cooldown?
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/// </summary>
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[DataField]
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public bool Refresh = true;
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/// <inheritdoc />
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public override void Effect(EntityEffectBaseArgs args)
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{
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var stunSys = args.EntityManager.EntitySysManager.GetEntitySystem<SharedStunSystem>();
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var time = Time;
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if (args is EntityEffectReagentArgs reagentArgs)
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time *= reagentArgs.Scale.Float();
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switch (Type)
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{
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case StatusEffectMetabolismType.Update:
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if (Crawling)
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{
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stunSys.TryCrawling(args.TargetEntity, time, drop: Drop);
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}
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else
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{
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stunSys.TryKnockdown(args.TargetEntity, time, drop: Drop);
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}
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break;
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case StatusEffectMetabolismType.Add:
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if (Crawling)
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{
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stunSys.TryCrawling(args.TargetEntity, time, false, drop: Drop);
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}
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else
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{
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stunSys.TryKnockdown(args.TargetEntity, time, false, drop: Drop);
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}
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break;
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case StatusEffectMetabolismType.Remove:
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stunSys.AddKnockdownTime(args.TargetEntity, -time);
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break;
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case StatusEffectMetabolismType.Set:
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if (Crawling)
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{
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stunSys.TryCrawling(args.TargetEntity, time, drop: Drop);
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}
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else
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{
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stunSys.TryKnockdown(args.TargetEntity, time, drop: Drop);
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}
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stunSys.SetKnockdownTime(args.TargetEntity, time);
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break;
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}
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}
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/// <inheritdoc />
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protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString(
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"reagent-effect-guidebook-knockdown",
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("chance", Probability),
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("type", Type),
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("time", Time.TotalSeconds)
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);
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}
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