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
This commit is contained in:
mirrorcult
2021-10-15 14:45:04 -07:00
committed by GitHub
parent 51578304f1
commit ae1ce0b31c
36 changed files with 811 additions and 511 deletions

View File

@@ -9,7 +9,9 @@ using Content.Shared.ActionBlocker;
using Content.Shared.Audio;
using Content.Shared.Examine;
using Content.Shared.Interaction;
using Content.Shared.Jittering;
using Content.Shared.Popups;
using Content.Shared.StatusEffect;
using Content.Shared.Stunnable;
using Content.Shared.Throwing;
using Robust.Server.GameObjects;
@@ -25,6 +27,7 @@ namespace Content.Server.Stunnable
public class StunbatonSystem : EntitySystem
{
[Dependency] private readonly StunSystem _stunSystem = default!;
[Dependency] private readonly SharedJitteringSystem _jitterSystem = default!;
[Dependency] private readonly IRobustRandom _robustRandom = default!;
public override void Initialize()
@@ -62,11 +65,8 @@ namespace Content.Server.Stunnable
if (!EntityManager.TryGetComponent<PowerCellSlotComponent>(uid, out var slot) || slot.Cell == null || !slot.Cell.TryUseCharge(comp.EnergyPerUse))
return;
if (args.Entity.HasComponent<StunnableComponent>())
{
args.CanInteract = true;
StunEntity(args.Entity, comp);
}
args.CanInteract = true;
StunEntity(args.Entity, comp);
}
private void OnUseInHand(EntityUid uid, StunbatonComponent comp, UseInHandEvent args)
@@ -119,26 +119,27 @@ namespace Content.Server.Stunnable
private void StunEntity(IEntity entity, StunbatonComponent comp)
{
if (!entity.TryGetComponent(out StunnableComponent? stunnable) || !comp.Activated) return;
if (!entity.TryGetComponent(out StatusEffectsComponent? status) || !comp.Activated) return;
// TODO: Make slowdown inflicted customizable.
SoundSystem.Play(Filter.Pvs(comp.Owner), comp.StunSound.GetSound(), comp.Owner, AudioHelpers.WithVariation(0.25f));
if (!stunnable.SlowedDown)
if (!EntityManager.HasComponent<SlowedDownComponent>(entity.Uid))
{
if (_robustRandom.Prob(comp.ParalyzeChanceNoSlowdown))
_stunSystem.Paralyze(entity.Uid, TimeSpan.FromSeconds(comp.ParalyzeTime), stunnable);
_stunSystem.TryParalyze(entity.Uid, TimeSpan.FromSeconds(comp.ParalyzeTime), status);
else
_stunSystem.Slowdown(entity.Uid, TimeSpan.FromSeconds(comp.SlowdownTime), 0.5f, 0.5f, stunnable);
_stunSystem.TrySlowdown(entity.Uid, TimeSpan.FromSeconds(comp.SlowdownTime), 0.5f, 0.5f, status);
}
else
{
if (_robustRandom.Prob(comp.ParalyzeChanceWithSlowdown))
_stunSystem.Paralyze(entity.Uid, TimeSpan.FromSeconds(comp.ParalyzeTime), stunnable);
_stunSystem.TryParalyze(entity.Uid, TimeSpan.FromSeconds(comp.ParalyzeTime), status);
else
_stunSystem.Slowdown(entity.Uid, TimeSpan.FromSeconds(comp.SlowdownTime), 0.5f, 0.5f, stunnable);
_stunSystem.TrySlowdown(entity.Uid, TimeSpan.FromSeconds(comp.SlowdownTime), 0.5f, 0.5f, status);
}
_jitterSystem.DoJitter(entity.Uid, TimeSpan.FromSeconds(comp.SlowdownTime));
if (!comp.Owner.TryGetComponent<PowerCellSlotComponent>(out var slot) || slot.Cell == null || !(slot.Cell.CurrentCharge < comp.EnergyPerUse))
return;