Entity effects ECS refactor (#40580)
* LOCKED THE FUCK IN * Forgot this little fella * Crying * All entity effects ported, needs cleanup still * Commit * HEHEHEHAW * Shelve for now * fixe * Big * First big chunk of changes * Big if true * Commit * IT BUILDS!!! * Fix LINTER fails * Cleanup * Scale working, cut down on some evil code * Delete old Entity Effects * Accidentally breaking shit by fixing bugs * Fix a bunch of effects not working * Fix reagent thresholds * Update damage * Wait don't change the gas metabolisms A * Cleanup * more fixes * Eh * Misc fixes and jank * Remove two things, add bullshit, change condition to inverted * Remove unused "Shared" system structure * Namespace fix * merge conflicts/cleanup * More fixes * Guidebook text begins * Shelve * Push * More shit to push * Fix * Fix merg conflicts * BLOOD FOR THE BLOOD GOD!!! * Mild cleanup and lists * Fix localization and comments * Shuffle localization around a bit. * All done? * Nearly everything * Is this the end? * Whoops forgot to remove that TODO * Get rid of some warnings for good measure... * It's done * Should make those virtual in case we want to override them tbqh... * Update Content.Shared/EntityEffects/Effects/Botany/PlantAttributes/PlantDestroySeeds.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Fix test fails real * Add to codeowners * Documentation to everything * Forgot to push whoops * Standardize Condition names * Fix up metabolism a little as a treat * review * add IsServer checks --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
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@@ -1,8 +1,9 @@
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using Content.Server.Botany.Components;
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using Content.Server.Botany.Systems;
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using Content.Server.EntityEffects;
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using Content.Server.EntityEffects.Effects.Botany;
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using Content.Shared.Atmos;
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using Content.Shared.Database;
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using Content.Shared.EntityEffects;
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using Content.Shared.Random;
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using Robust.Shared.Audio;
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using Robust.Shared.Prototypes;
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@@ -79,9 +80,13 @@ public partial struct SeedChemQuantity
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[DataField("Inherent")] public bool Inherent = true;
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}
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// TODO reduce the number of friends to a reasonable level. Requires ECS-ing things like plant holder component.
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// TODO Make Botany ECS and give it a proper API. I removed the limited access of this class because it's egregious how many systems needed access to it due to a lack of an actual API.
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/// <remarks>
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/// SeedData is no longer restricted because the number of friends is absolutely unreasonable.
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/// This entire data definition is unreasonable. I felt genuine fear looking at this, this is horrific. Send help.
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/// </remarks>
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// TODO: Hit Botany with hammers
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[Virtual, DataDefinition]
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[Access(typeof(BotanySystem), typeof(PlantHolderSystem), typeof(SeedExtractorSystem), typeof(PlantHolderComponent), typeof(EntityEffectSystem), typeof(MutationSystem))]
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public partial class SeedData
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{
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#region Tracking
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