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<!-- This is a semi-strict format, you can add/remove sections as needed but the order/format should be kept the same Remove these comments before submitting --> # Description <!-- Explain this PR in as much detail as applicable Some example prompts to consider: How might this affect the game? The codebase? What might be some alternatives to this? How/Who does this benefit/hurt [the game/codebase]? --> Ports the lone abductor and possibly(?) the duo abductors. --- # TODO <!-- A list of everything you have to do before this PR is "complete" You probably won't have to complete everything before merging but it's good to leave future references --> - [X] Figure out why abductors aren't spawning as the abductor race. - [X] Make sure it's not a buggy mess. --- <!-- This is default collapsed, readers click to expand it and see all your media The PR media section can get very large at times, so this is a good way to keep it clean The title is written using HTML tags The title must be within the <summary> tags or you won't see it --> <details><summary><h1>Media</h1></summary> <p>  </p> </details> --- # Credits Thank to [Starlight ](https://discord.com/invite/wAyQKB78fH)for the original version! Darkrell, Rinary, and Landosaur made the funny little guys.  # Changelog <!-- You can add an author after the `🆑` to change the name that appears in the changelog (ex: `🆑 Death`) Leaving it blank will default to your GitHub display name This includes all available types for the changelog --> 🆑 Darkrell, Rinary, Landosaur - add: The Abductors are here to replace your organs. Gleep Glorp! --------- Co-authored-by: gluesniffler <159397573+gluesniffler@users.noreply.github.com> Co-authored-by: Solstice <solsticeofthewinter@gmail.com> Co-authored-by: SX_7 <sn1.test.preria.2002@gmail.com> Co-authored-by: Theodore Lukin <66275205+pheenty@users.noreply.github.com> Co-authored-by: Piras314 <p1r4s@proton.me> Co-authored-by: Ilya246 <57039557+ilya246@users.noreply.github.com> (cherry picked from commit ea9f1526868289d20832989cb02f79c76c240918)
52 lines
1.9 KiB
C#
52 lines
1.9 KiB
C#
using Content.Shared._Shitmed.BodyEffects.Subsystems;
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using Content.Shared.Body.Organ;
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using Content.Shared.StatusEffect;
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using Robust.Shared.Timing;
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using Robust.Shared.Random;
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namespace Content.Server._Shitmed.BodyEffects.Subsystems;
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public sealed class RandomStatusActivationSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly StatusEffectsSystem _effects = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<RandomStatusActivationComponent, ComponentInit>(OnInit);
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}
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private void OnInit(EntityUid uid, RandomStatusActivationComponent component, ComponentInit args) => GetRandomTime(component);
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private void GetRandomTime(RandomStatusActivationComponent component)
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{
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var minTime = component.MinActivationTime;
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var maxTime = component.MaxActivationTime;
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var randomSeconds = _random.NextDouble() * (maxTime - minTime).TotalSeconds;
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var randomSpan = TimeSpan.FromSeconds(randomSeconds);
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component.NextUpdate = _timing.CurTime + minTime + randomSpan;
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<RandomStatusActivationComponent>();
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var now = _timing.CurTime;
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while (query.MoveNext(out var uid, out var comp))
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{
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if (now < comp.NextUpdate)
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continue;
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if (!TryComp<StatusEffectsComponent>(uid, out var effects))
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continue;
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foreach (var (key, component) in comp.StatusEffects)
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_effects.TryAddStatusEffect(uid, key, comp.Duration ?? TimeSpan.FromSeconds(1), refresh: true, component, effects);
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GetRandomTime(comp);
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}
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}
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}
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