* Creates Content.Shared.Chemistry.Solutions Copies Solution class to new namespace Obsoletes old Solution class * Switches over to the Solutions.Solution Solution * Creates Content.Shared.Chemistry.Containers Copies relevant components/systems to the new namespace Obsoletes old versions * Switches over to the Containers.XYZ namespace * Creates SolutionSystem and obsoletes old SolutionContainerSystem methods * Start using SolutionSystem for Solution manipulation * EnumerateSolutions * Move TryGetMixableSolution * Move EnsureSolution to Server * Create Solution Entities * Stop using obsolete solution system methods * Fix prototype component tests * Add using ..Audio.Systems; back * Wrap solution container slots in ContainerSlots * Actually add the slot to the solution container map * Dirty SolutionContainerComponent when ensuring solutions * Revert namespace changes * Remerge SolutionSystem and SolutionContainerSystem * SolutionContainerManagerComponent refactor * Avoid wrapping necessary code in DebugTools.Assert as it is removed when compiling for release * Readd examine reagent sorting * Fix errors * Poke tests * Fix solution names not being applied * Fix WoolyComponent including statement * Fix merge skew * Fix compile errors * Make reactions use solntities * Reindent solution class namespace * Field attribute changes * AutoGenerateComponentState for SolutionContainerComponent * SolutionContainerComponent -> ContainedSolutionComponent * ref ReactionAttemptEvent * Denetwork preinit solutions * Misc 1 * Nullable TryGetSolution out vars * Cache associated solutions * Fix merge skew * Use explicit regions in SharedSolutionContainerSystem.Capabilities * Add debug assert * Use explicit regions in SharedSolutionContainerSystem.Relay + ref SolutionContainerChangedEvent * ContainedSolutionComponent.Name -> ContainedSolutionComponent.ContainerName * SolutionComponent doc comments * Implicit DataField names and property purge * ReagentEffect DataField names * Local variables for readability * Sort using statements + Entity<T> event handlers * Fix compile erros * Fix compile errors --------- Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
76 lines
2.8 KiB
C#
76 lines
2.8 KiB
C#
using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Movement.Systems;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Server.Chemistry.ReagentEffects
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{
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/// <summary>
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/// Default metabolism for stimulants and tranqs. Attempts to find a MovementSpeedModifier on the target,
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/// adding one if not there and to change the movespeed
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/// </summary>
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public sealed partial class MovespeedModifier : ReagentEffect
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{
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/// <summary>
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/// How much the entities' walk speed is multiplied by.
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/// </summary>
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[DataField]
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public float WalkSpeedModifier { get; set; } = 1;
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/// <summary>
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/// How much the entities' run speed is multiplied by.
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/// </summary>
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[DataField]
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public float SprintSpeedModifier { get; set; } = 1;
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/// <summary>
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/// How long the modifier applies (in seconds) when metabolized.
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/// </summary>
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[DataField]
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public float StatusLifetime = 2f;
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protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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{
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return Loc.GetString("reagent-effect-guidebook-movespeed-modifier",
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("chance", Probability),
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("walkspeed", WalkSpeedModifier),
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("time", StatusLifetime));
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}
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/// <summary>
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/// Remove reagent at set rate, changes the movespeed modifiers and adds a MovespeedModifierMetabolismComponent if not already there.
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/// </summary>
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public override void Effect(ReagentEffectArgs args)
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{
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var status = args.EntityManager.EnsureComponent<MovespeedModifierMetabolismComponent>(args.SolutionEntity);
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// Only refresh movement if we need to.
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var modified = !status.WalkSpeedModifier.Equals(WalkSpeedModifier) ||
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!status.SprintSpeedModifier.Equals(SprintSpeedModifier);
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status.WalkSpeedModifier = WalkSpeedModifier;
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status.SprintSpeedModifier = SprintSpeedModifier;
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// only going to scale application time
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var statusLifetime = StatusLifetime;
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statusLifetime *= args.Scale;
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IncreaseTimer(status, statusLifetime);
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if (modified)
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EntitySystem.Get<MovementSpeedModifierSystem>().RefreshMovementSpeedModifiers(args.SolutionEntity);
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}
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public void IncreaseTimer(MovespeedModifierMetabolismComponent status, float time)
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{
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var gameTiming = IoCManager.Resolve<IGameTiming>();
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var offsetTime = Math.Max(status.ModifierTimer.TotalSeconds, gameTiming.CurTime.TotalSeconds);
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status.ModifierTimer = TimeSpan.FromSeconds(offsetTime + time);
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status.Dirty();
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}
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}
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}
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