* Move entity effects to shared * relocate spawning to server * Generic version of EntityEffect for just raising event. * genericise everything * oops forgot to push you * some condensation * finish rebas * unwhite the space * oops forgot nuke * bad rebase fix * useless annotations begone --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com>
38 lines
1.5 KiB
C#
38 lines
1.5 KiB
C#
using Content.Shared.Electrocution;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects;
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public sealed partial class Electrocute : EntityEffect
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{
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[DataField] public int ElectrocuteTime = 2;
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[DataField] public int ElectrocuteDamageScale = 5;
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/// <remarks>
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/// true - refresh electrocute time, false - accumulate electrocute time
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/// </remarks>
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[DataField] public bool Refresh = true;
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protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString("reagent-effect-guidebook-electrocute", ("chance", Probability), ("time", ElectrocuteTime));
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public override bool ShouldLog => true;
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public override void Effect(EntityEffectBaseArgs args)
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{
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if (args is EntityEffectReagentArgs reagentArgs)
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{
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reagentArgs.EntityManager.System<SharedElectrocutionSystem>().TryDoElectrocution(reagentArgs.TargetEntity, null,
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Math.Max((reagentArgs.Quantity * ElectrocuteDamageScale).Int(), 1), TimeSpan.FromSeconds(ElectrocuteTime), Refresh, ignoreInsulation: true);
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if (reagentArgs.Reagent != null)
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reagentArgs.Source?.RemoveReagent(reagentArgs.Reagent.ID, reagentArgs.Quantity);
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} else
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{
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args.EntityManager.System<SharedElectrocutionSystem>().TryDoElectrocution(args.TargetEntity, null,
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Math.Max(ElectrocuteDamageScale, 1), TimeSpan.FromSeconds(ElectrocuteTime), Refresh, ignoreInsulation: true);
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}
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}
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}
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