* Changeling WIP * UI * Pointers fix * Moved out abilities * Regenerate ability * Fixed Regenerate ability Prevent ghosting while regenerating * Cleanup * Base lesser form * Finished Lesser Form && Transform * Transform Sting * Blind Sting * Mute Sting Added OnExamine on absorbed human * Hallucination Sting Changeling Absorb and transfer absorbed entities to absorber * Cryogenic Sting * Adrenaline Sacs * Transform now uses Polymorph * Armblade, Shield, Armor * Tentacle Arm ability Tentacle Gun system * WIP with bugs * WiP bugs * fix implant transfer * Fixed bugs with shop transfer and actions transfer * Just in case * Vi sitter i ventrilo och spelar DotA * Fixes and proper LesserForm tracking * !!!!! * Fixed empty buttons * WIP Gamerule Ready - shop * nerf stun time cause its sucks * cleaning * just in case * Absorb DNA Objective. * Partial objectives with bugs * fix * fix pointer * Changeling objectives * Changeling objectives №2 * Admin verb, game rule * Fixed empty list check Icons for objectives * Changeling chat, changeling names etc. * fix some merge errors * - fix: Fixed all bugs with changeling --------- Co-authored-by: Y-Parvus <yevhen.parvus@gmail.com> Co-authored-by: Y-Parvus <61109031+Y-Parvus@users.noreply.github.com> Co-authored-by: HitPanda <104197232+EnefFlow@users.noreply.github.com> Co-authored-by: EnefFlow <regeto90@mail.ru>
89 lines
2.4 KiB
C#
89 lines
2.4 KiB
C#
using Content.Shared.Alert;
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using Content.Shared.Mobs.Systems;
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using Robust.Shared.Network;
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namespace Content.Shared.Changeling;
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public sealed class ChemicalsSystem : EntitySystem
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{
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly AlertsSystem _alertsSystem = default!;
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[Dependency] private readonly INetManager _net = default!;
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public bool AddChemicals(EntityUid uid, ChangelingComponent component, int quantity)
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{
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if (_mobStateSystem.IsDead(uid))
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return false;
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var toAdd = quantity;
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if (component.ChemicalsBalance == component.ChemicalCapacity)
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return false;
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if (component.ChemicalsBalance + toAdd > component.ChemicalCapacity)
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{
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var overflow = component.ChemicalsBalance + toAdd - component.ChemicalCapacity;
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toAdd -= overflow;
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component.ChemicalsBalance += toAdd;
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}
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component.ChemicalsBalance += toAdd;
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Dirty(uid, component);
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UpdateAlert(uid, component);
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return true;
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}
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public bool RemoveChemicals(EntityUid uid, ChangelingComponent component, int quantity)
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{
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if (_mobStateSystem.IsDead(uid) && !component.IsRegenerating)
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return false;
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var toRemove = quantity;
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if (component.ChemicalsBalance == 0)
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return false;
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if (component.ChemicalsBalance - toRemove < 0)
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return false;
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component.ChemicalsBalance -= toRemove;
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Dirty(uid, component);
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UpdateAlert(uid, component);
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return true;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<ChangelingComponent>();
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while (query.MoveNext(out var uid, out var component))
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{
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component.Accumulator += frameTime;
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if(component.Accumulator < component.UpdateDelay)
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continue;
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if (component.IsRegenerating)
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continue;
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component.Accumulator = 0;
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AddChemicals(uid, component, component.ChemicalRegenRate);
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}
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}
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public void UpdateAlert(EntityUid uid, ChangelingComponent component)
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{
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if(_net.IsServer)
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{
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_alertsSystem.ShowAlert(uid, AlertType.Chemicals,
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(short) Math.Clamp(Math.Round(component.ChemicalsBalance / 10f), 0, 7));
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}
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}
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}
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