6
2026-01-24 12:49:55 +03:00

42 lines
1.3 KiB
C#

using Content.Shared.Chemistry.Reagent;
using Content.Shared.Jittering;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects.StatusEffects;
/// <summary>
/// Adds the jitter status effect to a mob.
/// This doesn't use generic status effects because it needs to
/// take in some parameters that JitterSystem needs.
/// </summary>
public sealed partial class Jitter : EntityEffect
{
[DataField]
public float Amplitude = 10.0f;
[DataField]
public float Frequency = 4.0f;
[DataField]
public float Time = 2.0f;
/// <remarks>
/// true - refresh jitter time, false - accumulate jitter time
/// </remarks>
[DataField]
public bool Refresh = true;
public override void Effect(EntityEffectBaseArgs args)
{
var time = Time;
if (args is EntityEffectReagentArgs reagentArgs)
time *= reagentArgs.Scale.Float();
args.EntityManager.EntitySysManager.GetEntitySystem<SharedJitteringSystem>()
.DoJitter(args.TargetEntity, TimeSpan.FromSeconds(time), Refresh, Amplitude, Frequency);
}
protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys) =>
Loc.GetString("reagent-effect-guidebook-jittering", ("chance", Probability));
}