Co-authored-by: ArtisticRoomba <145879011+ArtisticRoomba@users.noreply.github.com> Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com> Co-authored-by: SnappingOpossum <snappingopossum@outlook.com> Co-authored-by: IProduceWidgets <107586145+IProduceWidgets@users.noreply.github.com>
66 lines
2.3 KiB
C#
66 lines
2.3 KiB
C#
using Content.Shared.Electrocution;
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using Content.Shared.StatusEffect;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects.StatusEffects;
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/// <summary>
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/// Electrocutes this entity for a given amount of damage and time.
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/// The shock damage applied by this effect is modified by scale.
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/// </summary>
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/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
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public sealed partial class ElectrocuteEntityEffectSystem : EntityEffectSystem<StatusEffectsComponent, Electrocute>
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{
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[Dependency] private readonly SharedElectrocutionSystem _electrocution = default!;
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// TODO: When electrocution is new status, change this to new status
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protected override void Effect(Entity<StatusEffectsComponent> entity, ref EntityEffectEvent<Electrocute> args)
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{
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var effect = args.Effect;
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_electrocution.TryDoElectrocution(entity,
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null,
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(int)(args.Scale * effect.ShockDamage),
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effect.ElectrocuteTime,
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effect.Refresh,
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siemensCoefficient: effect.SiemensCoefficient,
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ignoreInsulation: effect.BypassInsulation);
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}
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}
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/// <inheritdoc cref="EntityEffect"/>
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public sealed partial class Electrocute : EntityEffectBase<Electrocute>
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{
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/// <summary>
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/// Time we electrocute this entity
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/// </summary>
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[DataField]
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public TimeSpan ElectrocuteTime = TimeSpan.FromSeconds(2);
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/// <summary>
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/// Shock damage we apply to the entity.
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/// </summary>
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[DataField]
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public int ShockDamage = 5;
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/// <summary>
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/// Do we refresh the duration? Or add more duration if it already exists.
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/// </summary>
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[DataField]
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public bool Refresh = true;
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/// <summary>
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/// Should we by bypassing insulation?
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/// </summary>
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[DataField]
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public bool BypassInsulation = true;
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/// <summary>
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/// How much electricity is being passed through the body basically. Lower means less oomph.
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/// </summary>
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[DataField]
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public float SiemensCoefficient = 1f;
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public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString("entity-effect-guidebook-electrocute", ("chance", Probability), ("time", ElectrocuteTime.TotalSeconds), ("stuns", SiemensCoefficient > 0.5f));
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}
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