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>
This commit is contained in:
Princess Cheeseballs
2025-10-12 14:23:42 -07:00
committed by GitHub
parent 4d316ae553
commit 4059c29ebc
289 changed files with 5635 additions and 4918 deletions

View File

@@ -0,0 +1,28 @@
using Content.Server.Explosion.EntitySystems;
using Content.Shared.EntityEffects;
using Content.Shared.EntityEffects.Effects.Transform;
namespace Content.Server.EntityEffects.Effects.Transform;
/// <summary>
/// Creates an explosion at this entity's position.
/// Intensity is modified by scale.
/// </summary>
/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
public sealed partial class ExplosionEntityEffectSystem : EntityEffectSystem<TransformComponent, ExplosionEffect>
{
[Dependency] private readonly ExplosionSystem _explosion = default!;
protected override void Effect(Entity<TransformComponent> entity, ref EntityEffectEvent<ExplosionEffect> args)
{
var intensity = MathF.Min(args.Effect.IntensityPerUnit * args.Scale, args.Effect.MaxTotalIntensity);
_explosion.QueueExplosion(
entity,
args.Effect.ExplosionType,
intensity,
args.Effect.IntensitySlope,
args.Effect.MaxIntensity,
args.Effect.TileBreakScale);
}
}