using System;
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.Movement.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.Timing;
namespace Content.Server.Chemistry.ReagentEffects
{
///
/// Default metabolism for stimulants and tranqs. Attempts to find a MovementSpeedModifier on the target,
/// adding one if not there and to change the movespeed
///
public class MovespeedModifier : ReagentEffect
{
///
/// How much the entities' walk speed is multiplied by.
///
[DataField("walkSpeedModifier")]
public float WalkSpeedModifier { get; set; } = 1;
///
/// How much the entities' run speed is multiplied by.
///
[DataField("sprintSpeedModifier")]
public float SprintSpeedModifier { get; set; } = 1;
///
/// How long the modifier applies (in seconds) when metabolized.
///
[DataField("statusLifetime")]
public float StatusLifetime = 2f;
///
/// Remove reagent at set rate, changes the movespeed modifiers and adds a MovespeedModifierMetabolismComponent if not already there.
///
public override void Metabolize(IEntity solutionEntity, Solution.ReagentQuantity amount)
{
if (!solutionEntity.TryGetComponent(out MovementSpeedModifierComponent? movement)) return;
solutionEntity.EnsureComponent(out MovespeedModifierMetabolismComponent status);
// Only refresh movement if we need to.
var modified = !status.WalkSpeedModifier.Equals(WalkSpeedModifier) ||
!status.SprintSpeedModifier.Equals(SprintSpeedModifier);
status.WalkSpeedModifier = WalkSpeedModifier;
status.SprintSpeedModifier = SprintSpeedModifier;
IncreaseTimer(status, StatusLifetime * amount.Quantity.Float());
if (modified)
movement.RefreshMovementSpeedModifiers();
}
public void IncreaseTimer(MovespeedModifierMetabolismComponent status, float time)
{
var gameTiming = IoCManager.Resolve();
var offsetTime = Math.Max(status.ModifierTimer.TotalSeconds, gameTiming.CurTime.TotalSeconds);
status.ModifierTimer = TimeSpan.FromSeconds(offsetTime + time);
status.Dirty();
}
}
}