Status effect refactor (#4868)
* Oops! All Changes In One Commit * try desperately to fix prediction issues and fail * oops * test * actually fixes prediction issues * port jittering to status effect * default merge behavior + alert cooldown stuff * silly test issue * zabloing * address reviews
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@@ -4,6 +4,7 @@ using Content.Server.Stunnable.Components;
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using Content.Shared.Alert;
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using Content.Shared.Movement.Components;
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using Content.Shared.Standing;
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using Content.Shared.StatusEffect;
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using Content.Shared.Stunnable;
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using JetBrains.Annotations;
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using Robust.Server.GameObjects;
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@@ -17,6 +18,7 @@ namespace Content.Server.Stunnable
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internal sealed class StunOnCollideSystem : EntitySystem
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{
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[Dependency] private readonly StunSystem _stunSystem = default!;
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[Dependency] private readonly StatusEffectsSystem _statusEffectsSystem = default!;
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public override void Initialize()
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{
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@@ -28,7 +30,7 @@ namespace Content.Server.Stunnable
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{
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var otherUid = args.OtherFixture.Body.Owner.Uid;
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if (EntityManager.TryGetComponent(otherUid, out StunnableComponent? stunnableComponent))
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if (EntityManager.TryGetComponent<StatusEffectsComponent>(otherUid, out var status))
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{
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ServerAlertsComponent? alerts = null;
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StandingStateComponent? standingState = null;
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@@ -38,13 +40,13 @@ namespace Content.Server.Stunnable
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// Let the actual methods log errors for these.
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Resolve(otherUid, ref alerts, ref standingState, ref appearance, ref speedModifier, false);
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_stunSystem.Stun(otherUid, TimeSpan.FromSeconds(component.StunAmount), stunnableComponent, alerts);
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_stunSystem.TryStun(otherUid, TimeSpan.FromSeconds(component.StunAmount), status, alerts);
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_stunSystem.Knockdown(otherUid, TimeSpan.FromSeconds(component.KnockdownAmount), stunnableComponent,
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alerts, standingState, appearance);
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_stunSystem.TryKnockdown(otherUid, TimeSpan.FromSeconds(component.KnockdownAmount),
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status, alerts);
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_stunSystem.Slowdown(otherUid, TimeSpan.FromSeconds(component.SlowdownAmount),
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component.WalkSpeedMultiplier, component.RunSpeedMultiplier, stunnableComponent, speedModifier, alerts);
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_stunSystem.TrySlowdown(otherUid, TimeSpan.FromSeconds(component.SlowdownAmount),
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component.WalkSpeedMultiplier, component.RunSpeedMultiplier, status, speedModifier, alerts);
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}
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}
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}
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