private const float VisualThreshold = 10.0f;
private const float PowerDivisor = 250.0f;
+ /// <remarks>
+ /// This is a magic number based on my person preference of how quickly the bloodloss effect should kick in.
+ /// It is entirely arbitrary, and you should change it if it sucks.
+ /// Honestly should be refactored to be based on amount of blood lost but that's out of scope for what I'm doing atm.
+ /// Also caps all booze visual effects to a max intensity of 100 seconds or 100 booze power.
+ /// </remarks>
+ private const float MaxBoozePower = 100f;
+
+ private const float BoozePowerScale = 8f;
private float _visualScale = 0;
var time = status.Item2;
- var power = SharedDrunkSystem.MagicNumber;
-
- if (time != null)
- {
- var curTime = _timing.CurTime;
- power = (float) (time - curTime).Value.TotalSeconds;
- }
+ var power = time == null ? MaxBoozePower : (float) Math.Min((time - _timing.CurTime).Value.TotalSeconds, MaxBoozePower);
- CurrentBoozePower += 8f * (power * 0.5f - CurrentBoozePower) * args.DeltaSeconds / (power+1);
+ CurrentBoozePower += BoozePowerScale * (power - CurrentBoozePower) * args.DeltaSeconds / (power+1);
}
protected override bool BeforeDraw(in OverlayDrawArgs args)
using Content.Shared.FixedPoint;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
+using Content.Shared.Random.Helpers;
using Robust.Shared.Collections;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
if (scale < effect.MinScale)
continue;
+ if (effect.Probability < 1.0f && !_random.Prob(effect.Probability))
+ continue;
+
// See if conditions apply
if (effect.Conditions != null && !CanMetabolizeEffect(actualEntity, ent, soln.Value, effect.Conditions))
continue;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly IGameTiming _timing = default!;
+ /// <summary>
+ /// Divisor applied to total seconds used to get the odds of slurred speech occuring.
+ /// </summary>
+ private const float SlurredModifier = 1100f;
+
+ /// <summary>
+ /// Minimum amount of time on the slurred accent for it to start taking effect.
+ /// </summary>
+ private const float SlurredThreshold = 80f;
+
public override void Initialize()
{
SubscribeLocalEvent<SlurredAccentComponent, AccentGetEvent>(OnAccent);
return 0;
// This is a magic number. Why this value? No clue it was made 3 years before I refactored this.
- var magic = SharedDrunkSystem.MagicNumber;
-
- if (time.Item2 != null)
- {
- var curTime = _timing.CurTime;
- magic = (float) (time.Item2 - curTime).Value.TotalSeconds - 80f;
- }
+ var magic = time.Item2 == null ? SlurredModifier : (float) (time.Item2 - _timing.CurTime).Value.TotalSeconds - SlurredThreshold;
- return Math.Clamp(magic / SharedDrunkSystem.MagicNumber, 0f, 1f);
+ return Math.Clamp(magic / SlurredModifier, 0f, 1f);
}
private void OnAccent(Entity<SlurredAccentComponent> entity, ref AccentGetEvent args)
-using Content.Shared.Speech.EntitySystems;
using Content.Shared.StatusEffectNew;
using Content.Shared.Traits.Assorted;
using Robust.Shared.Prototypes;
public abstract class SharedDrunkSystem : EntitySystem
{
public static EntProtoId Drunk = "StatusEffectDrunk";
- public static EntProtoId Woozy = "StatusEffectWoozy";
-
- /* I have no clue why this magic number was chosen, I copied it from slur system and needed it for the overlay
- If you have a more intelligent magic number be my guest to completely explode this value.
- There were no comments as to why this value was chosen three years ago. */
- public static float MagicNumber = 1100f;
[Dependency] protected readonly StatusEffectsSystem Status = default!;
using Content.Shared.StatusEffectNew;
-using Content.Shared.StatusEffectNew.Components;
using Content.Shared.Stunnable;
using Robust.Shared.Prototypes;
/// Duration is modified by scale.
/// </summary>
/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
-public sealed partial class ModifyParalysisEntityEffectSystem : EntityEffectSystem<StatusEffectContainerComponent, ModifyParalysis>
+public sealed partial class ModifyParalysisEntityEffectSystem : EntityEffectSystem<MetaDataComponent, ModifyParalysis>
{
[Dependency] private readonly StatusEffectsSystem _status = default!;
[Dependency] private readonly SharedStunSystem _stun = default!;
- protected override void Effect(Entity<StatusEffectContainerComponent> entity, ref EntityEffectEvent<ModifyParalysis> args)
+ protected override void Effect(Entity<MetaDataComponent> entity, ref EntityEffectEvent<ModifyParalysis> args)
{
var time = args.Effect.Time * args.Scale;
using Content.Shared.StatusEffectNew;
-using Content.Shared.StatusEffectNew.Components;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects.StatusEffects;
/// Duration is modified by scale.
/// </summary>
/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
-public sealed partial class ModifyStatusEffectEntityEffectSystem : EntityEffectSystem<StatusEffectContainerComponent, ModifyStatusEffect>
+public sealed partial class ModifyStatusEffectEntityEffectSystem : EntityEffectSystem<MetaDataComponent, ModifyStatusEffect>
{
[Dependency] private readonly StatusEffectsSystem _status = default!;
- protected override void Effect(Entity<StatusEffectContainerComponent> entity, ref EntityEffectEvent<ModifyStatusEffect> args)
+ protected override void Effect(Entity<MetaDataComponent> entity, ref EntityEffectEvent<ModifyStatusEffect> args)
{
var time = args.Effect.Time * args.Scale;
var delay = args.Effect.Delay;
/// <summary>
/// If true, this status effect has been applied. Used to ensure that <see cref="StatusEffectAppliedEvent"/> only fires once.
/// </summary>
- [DataField, AutoNetworkedField]
+ /// We actually don't want to network this, that way client can apply an effect it's receiving properly!
+ [DataField]
public bool Applied;
/// <summary>
if (effect.EndEffectTime is null)
continue;
- if (!(_timing.CurTime >= effect.EndEffectTime))
+ if (_timing.CurTime < effect.EndEffectTime)
continue;
if (effect.AppliedTo is null)
if (args.Container.ID != StatusEffectContainerComponent.ContainerId)
return;
- if (!TryComp<StatusEffectComponent>(args.Entity, out var statusComp))
+ if (!_effectQuery.TryComp(args.Entity, out var statusComp))
return;
// Make sure AppliedTo is set correctly so events can rely on it
if (statusComp.AppliedTo != ent)
{
statusComp.AppliedTo = ent;
- Dirty(args.Entity, statusComp);
+ DirtyField(args.Entity, statusComp, nameof(StatusEffectComponent.AppliedTo));
}
}
if (args.Container.ID != StatusEffectContainerComponent.ContainerId)
return;
- if (!TryComp<StatusEffectComponent>(args.Entity, out var statusComp))
+ if (!_effectQuery.TryComp(args.Entity, out var statusComp))
return;
var ev = new StatusEffectRemovedEvent(ent);
/// <returns>Returns true if the effect is applied.</returns>
private bool TryApplyStatusEffect(Entity<StatusEffectComponent> statusEffectEnt)
{
- if (!statusEffectEnt.Comp.Applied &&
- statusEffectEnt.Comp.AppliedTo != null &&
- _timing.CurTime >= statusEffectEnt.Comp.StartEffectTime)
- {
- var ev = new StatusEffectAppliedEvent(statusEffectEnt.Comp.AppliedTo.Value);
- RaiseLocalEvent(statusEffectEnt, ref ev);
+ if (statusEffectEnt.Comp.Applied ||
+ statusEffectEnt.Comp.AppliedTo == null ||
+ _timing.CurTime < statusEffectEnt.Comp.StartEffectTime)
+ return false;
- statusEffectEnt.Comp.Applied = true;
+ var ev = new StatusEffectAppliedEvent(statusEffectEnt.Comp.AppliedTo.Value);
+ RaiseLocalEvent(statusEffectEnt, ref ev);
- DirtyField(statusEffectEnt, statusEffectEnt.Comp, nameof(StatusEffectComponent.StartEffectTime));
- return true;
- }
+ statusEffectEnt.Comp.Applied = true;
- return false;
+ return true;
}
public bool CanAddStatusEffect(EntityUid uid, EntProtoId effectProto)
var startTime = delay == null ? TimeSpan.Zero : _timing.CurTime + delay.Value;
SetStatusEffectStartTime(effect.Value, startTime);
- TryApplyStatusEffect((effect.Value, effectComp));
+ TryApplyStatusEffect((statusEffect.Value, effectComp));
return true;
}
type: [ Dwarf ]
inverted: true
- !type:Drunk
- boozePower: 2
+ boozePower: 20
- type: reagent
id: Gin