Status effects fix. Refresh the status effect cooldown. (#5708)

This commit is contained in:
pointer-to-null
2021-12-07 09:18:07 +03:00
committed by GitHub
parent 4688c74d43
commit 090e74792c
26 changed files with 111 additions and 62 deletions

View File

@@ -188,7 +188,7 @@ namespace Content.Server.Electrocution
entity,
uid,
(int) (electrified.ShockDamage * MathF.Pow(RecursiveDamageMultiplier, depth)),
TimeSpan.FromSeconds(electrified.ShockTime * MathF.Pow(RecursiveTimeMultiplier, depth)),
TimeSpan.FromSeconds(electrified.ShockTime * MathF.Pow(RecursiveTimeMultiplier, depth)), true,
electrified.SiemensCoefficient);
}
@@ -224,7 +224,7 @@ namespace Content.Server.Electrocution
node,
(int) (electrified.ShockDamage * MathF.Pow(RecursiveDamageMultiplier, depth) * damageMult),
TimeSpan.FromSeconds(electrified.ShockTime * MathF.Pow(RecursiveTimeMultiplier, depth) *
timeMult),
timeMult), true,
electrified.SiemensCoefficient);
}
@@ -246,12 +246,12 @@ namespace Content.Server.Electrocution
/// <returns>Whether the entity <see cref="uid"/> was stunned by the shock.</returns>
public bool TryDoElectrocution(
EntityUid uid, EntityUid? sourceUid, int shockDamage, TimeSpan time, float siemensCoefficient = 1f,
EntityUid uid, EntityUid? sourceUid, int shockDamage, TimeSpan time, bool refresh, float siemensCoefficient = 1f,
StatusEffectsComponent? statusEffects = null,
SharedAlertsComponent? alerts = null)
{
if (!DoCommonElectrocutionAttempt(uid, sourceUid, ref siemensCoefficient)
|| !DoCommonElectrocution(uid, sourceUid, shockDamage, time, siemensCoefficient, statusEffects, alerts))
|| !DoCommonElectrocution(uid, sourceUid, shockDamage, time, refresh, siemensCoefficient, statusEffects, alerts))
return false;
RaiseLocalEvent(uid, new ElectrocutedEvent(uid, sourceUid, siemensCoefficient));
@@ -265,6 +265,7 @@ namespace Content.Server.Electrocution
Node node,
int shockDamage,
TimeSpan time,
bool refresh,
float siemensCoefficient = 1f,
StatusEffectsComponent? statusEffects = null,
SharedAlertsComponent? alerts = null,
@@ -275,9 +276,9 @@ namespace Content.Server.Electrocution
// Coefficient needs to be higher than this to do a powered electrocution!
if(siemensCoefficient <= 0.5f)
return DoCommonElectrocution(uid, sourceUid, shockDamage, time, siemensCoefficient, statusEffects, alerts);
return DoCommonElectrocution(uid, sourceUid, shockDamage, time, refresh, siemensCoefficient, statusEffects, alerts);
if (!DoCommonElectrocution(uid, sourceUid, null, time, siemensCoefficient, statusEffects, alerts))
if (!DoCommonElectrocution(uid, sourceUid, null, time, refresh, siemensCoefficient, statusEffects, alerts))
return false;
if (!Resolve(sourceUid, ref sourceTransform)) // This shouldn't really happen, but just in case...
@@ -319,7 +320,7 @@ namespace Content.Server.Electrocution
}
private bool DoCommonElectrocution(EntityUid uid, EntityUid? sourceUid,
int? shockDamage, TimeSpan time, float siemensCoefficient = 1f,
int? shockDamage, TimeSpan time, bool refresh, float siemensCoefficient = 1f,
StatusEffectsComponent? statusEffects = null,
SharedAlertsComponent? alerts = null)
{
@@ -341,14 +342,14 @@ namespace Content.Server.Electrocution
!_statusEffectsSystem.CanApplyEffect(uid, StatusEffectKey, statusEffects))
return false;
if (!_statusEffectsSystem.TryAddStatusEffect<ElectrocutedComponent>(uid, StatusEffectKey, time,
if (!_statusEffectsSystem.TryAddStatusEffect<ElectrocutedComponent>(uid, StatusEffectKey, time, refresh,
statusEffects, alerts))
return false;
var shouldStun = siemensCoefficient > 0.5f;
if (shouldStun)
_stunSystem.TryParalyze(uid, time * ParalyzeTimeMultiplier, statusEffects, alerts);
_stunSystem.TryParalyze(uid, time * ParalyzeTimeMultiplier, refresh, statusEffects, alerts);
// TODO: Sparks here.
@@ -362,8 +363,8 @@ namespace Content.Server.Electrocution
$"{statusEffects.Owner} took {actual.Total} powered electrocution damage");
}
_stutteringSystem.DoStutter(uid, time * StutteringTimeMultiplier, statusEffects, alerts);
_jitteringSystem.DoJitter(uid, time * JitterTimeMultiplier, JitterAmplitude, JitterFrequency, true,
_stutteringSystem.DoStutter(uid, time * StutteringTimeMultiplier, refresh, statusEffects, alerts);
_jitteringSystem.DoJitter(uid, time * JitterTimeMultiplier, refresh, JitterAmplitude, JitterFrequency, true,
statusEffects, alerts);
_popupSystem.PopupEntity(Loc.GetString("electrocuted-component-mob-shocked-popup-player"), uid,