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 +1,44 @@
using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.Reagent;
using Content.Shared.FixedPoint;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityConditions.Conditions;
/// <summary>
/// Returns true if this solution entity has an amount of reagent in it within a specified minimum and maximum.
/// </summary>
/// <inheritdoc cref="EntityConditionSystem{T, TCondition}"/>
public sealed partial class ReagentThresholdEntityConditionSystem : EntityConditionSystem<SolutionComponent, ReagentCondition>
{
protected override void Condition(Entity<SolutionComponent> entity, ref EntityConditionEvent<ReagentCondition> args)
{
var quant = entity.Comp.Solution.GetTotalPrototypeQuantity(args.Condition.Reagent);
args.Result = quant >= args.Condition.Min && quant <= args.Condition.Max;
}
}
/// <inheritdoc cref="EntityCondition"/>
public sealed partial class ReagentCondition : EntityConditionBase<ReagentCondition>
{
[DataField]
public FixedPoint2 Min = FixedPoint2.Zero;
[DataField]
public FixedPoint2 Max = FixedPoint2.MaxValue;
[DataField(required: true)]
public ProtoId<ReagentPrototype> Reagent;
public override string EntityConditionGuidebookText(IPrototypeManager prototype)
{
if (!prototype.Resolve(Reagent, out var reagentProto))
return String.Empty;
return Loc.GetString("reagent-effect-condition-guidebook-reagent-threshold",
("reagent", reagentProto.LocalizedName ?? Loc.GetString("reagent-effect-condition-guidebook-this-reagent")),
("max", Max == FixedPoint2.MaxValue ? int.MaxValue : Max.Float()),
("min", Min.Float()));
}
}