* basic system + convert all plantmetabolism * stragglers * convert all old metabolisms over * fix YAML errors + dumb serialization issue * remove unused thingy * reimplement * add organ type condition * organtype condition but real * cleanups + test fix * metabolismtype -> metabolizertype * solution resilience * fixes * serializer + use entityuid + hashset * this is apparently an entirely different thing * turns out it just works * oops
68 lines
2.6 KiB
C#
68 lines
2.6 KiB
C#
using System;
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using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Timing;
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namespace Content.Server.Chemistry.ReagentEffects
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{
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/// <summary>
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/// Default metabolism for stimulants and tranqs. Attempts to find a MovementSpeedModifier on the target,
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/// adding one if not there and to change the movespeed
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/// </summary>
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public class MovespeedModifier : ReagentEffect
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{
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/// <summary>
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/// How much the entities' walk speed is multiplied by.
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/// </summary>
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[DataField("walkSpeedModifier")]
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public float WalkSpeedModifier { get; set; } = 1;
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/// <summary>
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/// How much the entities' run speed is multiplied by.
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/// </summary>
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[DataField("sprintSpeedModifier")]
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public float SprintSpeedModifier { get; set; } = 1;
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/// <summary>
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/// How long the modifier applies (in seconds) when metabolized.
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/// </summary>
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[DataField("statusLifetime")]
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public float StatusLifetime = 2f;
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/// <summary>
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/// Remove reagent at set rate, changes the movespeed modifiers and adds a MovespeedModifierMetabolismComponent if not already there.
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/// </summary>
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public override void Metabolize(EntityUid solutionEntity, EntityUid organEntity, Solution.ReagentQuantity reagent, IEntityManager entityManager)
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{
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var status = entityManager.EnsureComponent<MovespeedModifierMetabolismComponent>(solutionEntity);
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// Only refresh movement if we need to.
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var modified = !status.WalkSpeedModifier.Equals(WalkSpeedModifier) ||
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!status.SprintSpeedModifier.Equals(SprintSpeedModifier);
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status.WalkSpeedModifier = WalkSpeedModifier;
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status.SprintSpeedModifier = SprintSpeedModifier;
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IncreaseTimer(status, StatusLifetime * reagent.Quantity.Float());
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if (modified)
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EntitySystem.Get<MovementSpeedModifierSystem>().RefreshMovementSpeedModifiers(solutionEntity);
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}
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public void IncreaseTimer(MovespeedModifierMetabolismComponent status, float time)
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{
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var gameTiming = IoCManager.Resolve<IGameTiming>();
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var offsetTime = Math.Max(status.ModifierTimer.TotalSeconds, gameTiming.CurTime.TotalSeconds);
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status.ModifierTimer = TimeSpan.FromSeconds(offsetTime + time);
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status.Dirty();
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}
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}
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}
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