Files
crystall-punk-14/Content.Server/Chemistry/ReagentEffects/MovespeedModifier.cs
Ygg01 c209e3f29b Solution refactor (#4407)
* Rename SolutionContainerCaps -> Capability

* Move IExamine event to Chemistry System.

* ECS the ISolutionChange into SolutionChangeEvent

* Unify SolutionContainer into a single shared component

* Replace ISolutionInteraction with SolutionContainerComponent

* Move all methods from SolutionContainer to ChemistrySystem

* Refactor EntitySystem calls to Dependencies

* Refactor SolutionContainer to SolutionManager

* Fix yamls

* Fix test fails

* Fix post merge issues

* Fix various issues with SolutionManager

* More fixes

* Fix more components

* Fix events not being directed

* Fixes for Hypospray

* Separate removal and iteration on Metabolism

* Fix creampie problems

* Address some of sloth's issues

* Refactors for Systems

* Refactored solution location

* Fix tests

* Address more sloth issues

* Fix dependency

* Fix merge conflicts

* Add xmldocs for Capabilities components

* Remove HasSolution/TryGetDefaultSolution and Add/Remove Drainable/Refillable

* Replace Grindable/Juiceable with Extractable

* Refactor field names

* Fix Drainable

* Fix some issues with spillable and injector

* Fix issues with Grinder

* Fix Beaker having duplicate solutions

* Fix foaming

* Address some MGS issues

* Fix Uid issues

* Fix errors in solution Tranfer

* Fixed some extra values constant values

* Cola is drinkable now
2021-09-06 23:49:44 +10:00

69 lines
2.6 KiB
C#

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
{
/// <summary>
/// Default metabolism for stimulants and tranqs. Attempts to find a MovementSpeedModifier on the target,
/// adding one if not there and to change the movespeed
/// </summary>
public class MovespeedModifier : ReagentEffect
{
/// <summary>
/// How much the entities' walk speed is multiplied by.
/// </summary>
[DataField("walkSpeedModifier")]
public float WalkSpeedModifier { get; set; } = 1;
/// <summary>
/// How much the entities' run speed is multiplied by.
/// </summary>
[DataField("sprintSpeedModifier")]
public float SprintSpeedModifier { get; set; } = 1;
/// <summary>
/// How long the modifier applies (in seconds) when metabolized.
/// </summary>
[DataField("statusLifetime")]
public float StatusLifetime = 2f;
/// <summary>
/// Remove reagent at set rate, changes the movespeed modifiers and adds a MovespeedModifierMetabolismComponent if not already there.
/// </summary>
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<IGameTiming>();
var offsetTime = Math.Max(status.ModifierTimer.TotalSeconds, gameTiming.CurTime.TotalSeconds);
status.ModifierTimer = TimeSpan.FromSeconds(offsetTime + time);
status.Dirty();
}
}
}