Adds metabolism effects to pretty much every chem already in the game (#5349)

* pass 1

* a little more reagent effect for breakfast

* move lots of stuff around

* implements all medicines

* implement all cleaning & elements

* implement toxins/pyrotechnic

* p

* linter fixies

* fixes + narcotic balancing

* fix and standardize

* reviews

* things
This commit is contained in:
mirrorcult
2021-11-20 16:47:53 -07:00
committed by GitHub
parent 8c64450305
commit 181fd055ce
36 changed files with 1107 additions and 532 deletions

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using System;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.StatusEffect;
using JetBrains.Annotations;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Chemistry.ReagentEffects.StatusEffects
{
/// <summary>
/// Adds a generic status effect to the entity,
/// not worrying about things like how to affect the time it lasts for
/// or component fields or anything. Just adds a component to an entity
/// for a given time. Easy.
/// </summary>
/// <remarks>
/// Can be used for things like adding accents or something. I don't know. Go wild.
/// </remarks>
[UsedImplicitly]
public class GenericStatusEffect : ReagentEffect
{
[DataField("key", required: true)]
public string Key = default!;
[DataField("component")]
public string Component = String.Empty;
[DataField("time")]
public float Time = 2.0f;
/// <summary>
/// Should this effect add the status effect, remove time from it, or set its cooldown?
/// </summary>
[DataField("type")]
public StatusEffectMetabolismType Type = StatusEffectMetabolismType.Add;
public override void Metabolize(ReagentEffectArgs args)
{
var statusSys = args.EntityManager.EntitySysManager.GetEntitySystem<StatusEffectsSystem>();
if (Type == StatusEffectMetabolismType.Add && Component != String.Empty)
{
statusSys.TryAddStatusEffect(args.SolutionEntity, Key, TimeSpan.FromSeconds(Time), Component);
}
else if (Type == StatusEffectMetabolismType.Remove)
{
statusSys.TryRemoveTime(args.SolutionEntity, Key, TimeSpan.FromSeconds(Time));
}
else if (Type == StatusEffectMetabolismType.Set)
{
statusSys.TrySetTime(args.SolutionEntity, Key, TimeSpan.FromSeconds(Time));
}
}
}
public enum StatusEffectMetabolismType
{
Add,
Remove,
Set
}
}

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using System;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Jittering;
using Robust.Shared.GameObjects;
using Robust.Shared.Serialization.Manager.Attributes;
namespace Content.Server.Chemistry.ReagentEffects.StatusEffects
{
/// <summary>
/// Adds the jitter status effect to a mob.
/// This doesn't use generic status effects because it needs to
/// take in some parameters that JitterSystem needs.
/// </summary>
public class Jitter : ReagentEffect
{
[DataField("amplitude")]
public float Amplitude = 10.0f;
[DataField("frequency")]
public float Frequency = 4.0f;
[DataField("time")]
public float Time = 2.0f;
public override void Metabolize(ReagentEffectArgs args)
{
args.EntityManager.EntitySysManager.GetEntitySystem<SharedJitteringSystem>()
.DoJitter(args.SolutionEntity, TimeSpan.FromSeconds(Time), Amplitude, Frequency);
}
}
}