Files
tbd-station-14/Content.Server/GameObjects/Components/Mobs/StunnableComponent.cs
Víctor Aguilera Puerto 69059eac80 Adds new different reaction types. (#2114)
* 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
2020-09-21 17:51:07 +02:00

116 lines
3.2 KiB
C#

using Content.Server.GameObjects.EntitySystems;
using Content.Shared.Chemistry;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.Components.Movement;
using Content.Shared.Interfaces.GameObjects.Components;
using NFluidsynth;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.Timing;
using Robust.Shared.IoC;
using Robust.Shared.Timers;
using Logger = Robust.Shared.Log.Logger;
namespace Content.Server.GameObjects.Components.Mobs
{
[RegisterComponent]
[ComponentReference(typeof(SharedStunnableComponent))]
public class StunnableComponent : SharedStunnableComponent
{
[Dependency] private readonly IGameTiming _gameTiming = default!;
protected override void OnKnockdown()
{
EntitySystem.Get<StandingStateSystem>().Down(Owner);
}
public void CancelAll()
{
KnockdownTimer = 0f;
StunnedTimer = 0f;
Dirty();
}
public void ResetStuns()
{
StunnedTimer = 0f;
SlowdownTimer = 0f;
if (KnockedDown)
{
EntitySystem.Get<StandingStateSystem>().Standing(Owner);
}
KnockdownTimer = 0f;
}
public void Update(float delta)
{
if (Stunned)
{
StunnedTimer -= delta;
if (StunnedTimer <= 0)
{
StunnedTimer = 0f;
Dirty();
}
}
if (KnockedDown)
{
KnockdownTimer -= delta;
if (KnockdownTimer <= 0f)
{
EntitySystem.Get<StandingStateSystem>().Standing(Owner);
KnockdownTimer = 0f;
Dirty();
}
}
if (SlowedDown)
{
SlowdownTimer -= delta;
if (SlowdownTimer <= 0f)
{
SlowdownTimer = 0f;
if (Owner.TryGetComponent(out MovementSpeedModifierComponent movement))
{
movement.RefreshMovementSpeedModifiers();
}
Dirty();
}
}
if (!StunStart.HasValue || !StunEnd.HasValue ||
!Owner.TryGetComponent(out ServerStatusEffectsComponent status))
{
return;
}
var start = StunStart.Value;
var end = StunEnd.Value;
var length = (end - start).TotalSeconds;
var progress = (_gameTiming.CurTime - start).TotalSeconds;
if (progress >= length)
{
Timer.Spawn(250, () => status.RemoveStatusEffect(StatusEffect.Stun), StatusRemoveCancellation.Token);
LastStun = null;
}
}
public override ComponentState GetComponentState()
{
return new StunnableComponentState(StunnedTimer, KnockdownTimer, SlowdownTimer, WalkModifierOverride,
RunModifierOverride);
}
}
}