* Adds new different reaction types. - Adds touch, injection and ingestion reactions for entities. - Adds tile reactions. - Removes GasSprayerComponent in favor of SprayComponent. - Gives fire extinguishers a safety. - Gives spray puffs a sprite. - Improved spray and fire extinguisher in general. - Fire extinguisher now ACTUALLY puts out fires. Amazing, eh? - Fire extinguisher sprays three 'clouds' at once. - Spraying flammable chemicals at fire makes them worse. Whoops! - Gives spray and fire extinguisher their classic sounds. - Most chemicals now don't make puddles. Too bad! - Space lube now makes a very slippery puddle. Honk. - Spraying water (or using a fire extinguisher) on existing puddles makes them bigger. * Fix solution tests * food base now has solution container with noexamine caps
116 lines
3.2 KiB
C#
116 lines
3.2 KiB
C#
using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Movement;
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using Content.Shared.Interfaces.GameObjects.Components;
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using NFluidsynth;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Timers;
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using Logger = Robust.Shared.Log.Logger;
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namespace Content.Server.GameObjects.Components.Mobs
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedStunnableComponent))]
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public class StunnableComponent : SharedStunnableComponent
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{
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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protected override void OnKnockdown()
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{
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EntitySystem.Get<StandingStateSystem>().Down(Owner);
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}
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public void CancelAll()
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{
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KnockdownTimer = 0f;
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StunnedTimer = 0f;
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Dirty();
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}
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public void ResetStuns()
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{
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StunnedTimer = 0f;
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SlowdownTimer = 0f;
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if (KnockedDown)
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{
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EntitySystem.Get<StandingStateSystem>().Standing(Owner);
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}
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KnockdownTimer = 0f;
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}
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public void Update(float delta)
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{
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if (Stunned)
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{
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StunnedTimer -= delta;
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if (StunnedTimer <= 0)
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{
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StunnedTimer = 0f;
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Dirty();
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}
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}
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if (KnockedDown)
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{
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KnockdownTimer -= delta;
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if (KnockdownTimer <= 0f)
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{
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EntitySystem.Get<StandingStateSystem>().Standing(Owner);
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KnockdownTimer = 0f;
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Dirty();
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}
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}
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if (SlowedDown)
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{
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SlowdownTimer -= delta;
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if (SlowdownTimer <= 0f)
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{
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SlowdownTimer = 0f;
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if (Owner.TryGetComponent(out MovementSpeedModifierComponent movement))
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{
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movement.RefreshMovementSpeedModifiers();
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}
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Dirty();
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}
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}
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if (!StunStart.HasValue || !StunEnd.HasValue ||
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!Owner.TryGetComponent(out ServerStatusEffectsComponent status))
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{
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return;
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}
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var start = StunStart.Value;
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var end = StunEnd.Value;
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var length = (end - start).TotalSeconds;
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var progress = (_gameTiming.CurTime - start).TotalSeconds;
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if (progress >= length)
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{
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Timer.Spawn(250, () => status.RemoveStatusEffect(StatusEffect.Stun), StatusRemoveCancellation.Token);
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LastStun = null;
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}
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}
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public override ComponentState GetComponentState()
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{
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return new StunnableComponentState(StunnedTimer, KnockdownTimer, SlowdownTimer, WalkModifierOverride,
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RunModifierOverride);
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}
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}
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}
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