[NEW STATUS SYSTEM] Drunkenness, Stuttering, Slurred Speech, and Bloodloss (#38678)

* The only commit that matters

* I had to stop playing with my cat to push this change

* Yaml removal

* Proper drunk status effect and remove shitcode

* Review changes

* whoops

* Whoops x2

* Update master fix merge conflicts

* Fix merge conflicts

* Dunk Component kill

* MORE RELAYS

* Holy fucking breaking changes

* Ough

* 46 file diff

* Fix bad commits

* Erm what the test fail?

* Fix those last two

* Merge conflicts

* Me when I fix the merge conflicts

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
This commit is contained in:
Princess Cheeseballs
2025-08-18 13:26:29 -07:00
committed by GitHub
parent d737e39a98
commit 6b73d320b9
27 changed files with 235 additions and 176 deletions

View File

@@ -9,13 +9,7 @@ public sealed partial class Drunk : EntityEffect
/// BoozePower is how long each metabolism cycle will make the drunk effect last for.
/// </summary>
[DataField]
public float BoozePower = 3f;
/// <summary>
/// Whether speech should be slurred.
/// </summary>
[DataField]
public bool SlurSpeech = true;
public TimeSpan BoozePower = TimeSpan.FromSeconds(3f);
protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString("reagent-effect-guidebook-drunk", ("chance", Probability));
@@ -24,11 +18,10 @@ public sealed partial class Drunk : EntityEffect
{
var boozePower = BoozePower;
if (args is EntityEffectReagentArgs reagentArgs) {
if (args is EntityEffectReagentArgs reagentArgs)
boozePower *= reagentArgs.Scale.Float();
}
var drunkSys = args.EntityManager.EntitySysManager.GetEntitySystem<SharedDrunkSystem>();
drunkSys.TryApplyDrunkenness(args.TargetEntity, boozePower, SlurSpeech);
drunkSys.TryApplyDrunkenness(args.TargetEntity, boozePower);
}
}