New Traits (#13763)
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15
Content.Shared/Traits/Assorted/LightweightDrunkComponent.cs
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15
Content.Shared/Traits/Assorted/LightweightDrunkComponent.cs
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using Robust.Shared.GameStates;
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using Content.Shared.Drunk;
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namespace Content.Shared.Traits.Assorted;
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/// <summary>
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/// Used for the lightweight trait. DrunkSystem will check for this component and modify the boozePower accordingly if it finds it.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(SharedDrunkSystem))]
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public sealed class LightweightDrunkComponent : Component
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{
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[DataField("boozeStrengthMultiplier"), ViewVariables(VVAccess.ReadWrite)]
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public float BoozeStrengthMultiplier = 4f;
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}
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61
Content.Shared/Traits/Assorted/ParacusiaComponent.cs
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61
Content.Shared/Traits/Assorted/ParacusiaComponent.cs
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using Robust.Shared.Audio;
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using Robust.Shared.GameStates;
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using System;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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namespace Content.Shared.Traits.Assorted;
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/// <summary>
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/// This component is used for paracusia, which causes auditory hallucinations.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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[Access(typeof(SharedParacusiaSystem))]
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public sealed class ParacusiaComponent : Component
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{
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/// <summary>
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/// The maximum time between incidents in seconds
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/// </summary>
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[DataField("maxTimeBetweenIncidents", required: true), ViewVariables(VVAccess.ReadWrite)]
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public float MaxTimeBetweenIncidents = 30f;
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/// <summary>
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/// The minimum time between incidents in seconds
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/// </summary>
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[DataField("minTimeBetweenIncidents", required: true), ViewVariables(VVAccess.ReadWrite)]
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public float MinTimeBetweenIncidents = 60f;
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/// <summary>
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/// How far away at most can the sound be?
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/// </summary>
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[DataField("maxSoundDistance", required: true), ViewVariables(VVAccess.ReadWrite)]
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public float MaxSoundDistance;
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/// <summary>
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/// The sounds to choose from
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/// </summary>
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[DataField("sounds", required: true)]
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public SoundSpecifier Sounds = default!;
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[DataField("timeBetweenIncidents", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan NextIncidentTime;
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public IPlayingAudioStream? Stream;
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}
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[Serializable, NetSerializable]
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public sealed class ParacusiaComponentState : ComponentState
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{
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public readonly float MaxTimeBetweenIncidents;
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public readonly float MinTimeBetweenIncidents;
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public readonly float MaxSoundDistance;
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public readonly SoundSpecifier Sounds = default!;
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public ParacusiaComponentState(float maxTimeBetweenIncidents, float minTimeBetweenIncidents, float maxSoundDistance, SoundSpecifier sounds)
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{
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MaxTimeBetweenIncidents = maxTimeBetweenIncidents;
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MinTimeBetweenIncidents = minTimeBetweenIncidents;
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MaxSoundDistance = maxSoundDistance;
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Sounds = sounds;
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}
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}
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30
Content.Shared/Traits/Assorted/SharedParacusiaSystem.cs
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30
Content.Shared/Traits/Assorted/SharedParacusiaSystem.cs
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using Content.Shared.GameTicking;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Traits.Assorted;
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public abstract class SharedParacusiaSystem : EntitySystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<ParacusiaComponent, ComponentGetState>(GetCompState);
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SubscribeLocalEvent<ParacusiaComponent, ComponentHandleState>(HandleCompState);
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}
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private void GetCompState(EntityUid uid, ParacusiaComponent component, ref ComponentGetState args)
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{
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args.State = new ParacusiaComponentState(component.MaxTimeBetweenIncidents, component.MinTimeBetweenIncidents, component.MaxSoundDistance, component.Sounds);
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}
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private void HandleCompState(EntityUid uid, ParacusiaComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not ParacusiaComponentState state)
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return;
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component.MaxTimeBetweenIncidents = state.MaxTimeBetweenIncidents;
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component.MinTimeBetweenIncidents = state.MinTimeBetweenIncidents;
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component.MaxSoundDistance = state.MaxSoundDistance;
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component.Sounds = state.Sounds;
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}
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}
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