Metabolism 3.0 (#5157)

* basic system + convert all plantmetabolism

* stragglers

* convert all old metabolisms over

* fix YAML errors + dumb serialization issue

* remove unused thingy

* reimplement

* add organ type condition

* organtype condition but real

* cleanups + test fix

* metabolismtype -> metabolizertype

* solution resilience

* fixes

* serializer + use entityuid + hashset

* this is apparently an entirely different thing

* turns out it just works

* oops
This commit is contained in:
mirrorcult
2021-11-08 15:33:45 -07:00
committed by GitHub
parent f5b11d6af8
commit 31d622f941
53 changed files with 969 additions and 912 deletions

View File

@@ -5,6 +5,7 @@ using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.StatusEffect
{
@@ -15,6 +16,7 @@ namespace Content.Shared.StatusEffect
{
public override string Name => "StatusEffects";
[ViewVariables]
public Dictionary<string, StatusEffectState> ActiveEffects = new();
/// <summary>
@@ -33,12 +35,14 @@ namespace Content.Shared.StatusEffect
/// <summary>
/// The start and end times of the status effect.
/// </summary>
[ViewVariables]
public (TimeSpan, TimeSpan) Cooldown;
/// <summary>
/// The name of the relevant component that
/// was added alongside the effect, if any.
/// </summary>
[ViewVariables]
public string? RelevantComponent;
public StatusEffectState((TimeSpan, TimeSpan) cooldown, string? relevantComponent=null)