CatStation/Content.Shared/EntityEffects/Effects/StatusEffects/MovementSpeedModifierEntityEffectSystem.cs
Princess Cheeseballs bb98838d67
Energy Bow Nerf (#44138)
* phase 1

* delayed knockdown

* brudda

* microbalance

* enrrhguy gjkasnnboew

* does nothing

* whoop

* fix YAML linter

* some more changes

* no discounts

* I hate ContainerContainer

* gorbino's quest

* asfassaffsa

* dgdgsdgsgds

* humburber

* better description

* make it a metabolite...

* nevermind

* API text

* grok

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2026-09-05 23:45:37 +00:00

97 lines
3.6 KiB
C#

using Content.Shared.Movement.Components;
using Content.Shared.Movement.Systems;
using Content.Shared.StatusEffectNew;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects.StatusEffects;
/// <summary>
/// Applies a given movement speed modifier status effect to this entity.
/// Duration is modified by scale.
/// </summary>
/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
public sealed partial class MovementSpeedModifierEntityEffectSystem : EntityEffectSystem<MovementSpeedModifierComponent, MovementSpeedModifier>
{
[Dependency] private StatusEffectsSystem _status = default!;
[Dependency] private MovementModStatusSystem _movementModStatus = default!;
protected override void Effect(Entity<MovementSpeedModifierComponent> entity, ref EntityEffectEvent<MovementSpeedModifier> args)
{
var duration = args.Effect.Time * args.Scale;
var proto = args.Effect.EffectProto;
var sprintMod = args.Effect.SprintSpeedModifier;
var walkMod = args.Effect.WalkSpeedModifier;
var delay = args.Effect.Delay;
switch (args.Effect.Type)
{
case StatusEffectMetabolismType.Update:
_movementModStatus.TryUpdateMovementSpeedModDuration(
entity,
proto,
duration,
sprintMod,
walkMod,
delay);
break;
case StatusEffectMetabolismType.Add:
if (duration != null)
{
_movementModStatus.TryAddMovementSpeedModDuration(
entity,
proto,
duration.Value,
sprintMod,
walkMod,
delay);
}
else
{
_movementModStatus.TryUpdateMovementSpeedModDuration(
entity,
proto,
duration,
sprintMod,
walkMod,
delay);
}
break;
case StatusEffectMetabolismType.Remove:
_status.TryRemoveTime(entity, args.Effect.EffectProto, duration);
break;
case StatusEffectMetabolismType.Set:
_status.TrySetStatusEffectDuration(entity, proto, duration, delay);
break;
}
}
}
/// <inheritdoc cref="EntityEffect"/>
public sealed partial class MovementSpeedModifier : BaseStatusEntityEffect<MovementSpeedModifier>
{
/// <summary>
/// How much the entities' walk speed is multiplied by.
/// </summary>
[DataField]
public float WalkSpeedModifier = 1f;
/// <summary>
/// How much the entities' run speed is multiplied by.
/// </summary>
[DataField]
public float SprintSpeedModifier = 1f;
/// <summary>
/// Movement speed modifier prototype we're adding. Adding in case we ever want more than one prototype that boosts speed.
/// </summary>
[DataField]
public EntProtoId EffectProto = MovementModStatusSystem.ReagentSpeed;
public override string? EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys) =>
Time == null
? null // Not gonna make a whole new looc for something that shouldn't ever exist.
: Loc.GetString("entity-effect-guidebook-movespeed-modifier",
("chance", Probability),
("sprintspeed", SprintSpeedModifier),
("time", Time.Value.TotalSeconds));
}