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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Content.Shared/EntityConditions/SharedEntityConditionsSystem.cs
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152
Content.Shared/EntityConditions/SharedEntityConditionsSystem.cs
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityConditions;
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/// <summary>
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/// This handles entity effects.
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/// Specifically it handles the receiving of events for causing entity effects, and provides
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/// public API for other systems to take advantage of entity effects.
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/// </summary>
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public sealed partial class SharedEntityConditionsSystem : EntitySystem, IEntityConditionRaiser
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{
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/// <summary>
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/// Checks a list of conditions to verify that they all return true.
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/// </summary>
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/// <param name="target">Target entity we're checking conditions on</param>
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/// <param name="conditions">Conditions we're checking</param>
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/// <returns>Returns true if all conditions return true, false if any fail</returns>
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public bool TryConditions(EntityUid target, EntityCondition[]? conditions)
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{
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// If there's no conditions we can't fail any of them...
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if (conditions == null)
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return true;
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foreach (var condition in conditions)
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{
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if (!TryCondition(target, condition))
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return false;
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}
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return true;
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}
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/// <summary>
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/// Checks a list of conditions to see if any are true.
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/// </summary>
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/// <param name="target">Target entity we're checking conditions on</param>
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/// <param name="conditions">Conditions we're checking</param>
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/// <returns>Returns true if any conditions return true</returns>
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public bool TryAnyCondition(EntityUid target, EntityCondition[]? conditions)
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{
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// If there's no conditions we can't meet any of them...
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if (conditions == null)
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return false;
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foreach (var condition in conditions)
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{
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if (TryCondition(target, condition))
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return true;
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}
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return false;
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}
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/// <summary>
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/// Checks a single <see cref="EntityCondition"/> on an entity.
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/// </summary>
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/// <param name="target">Target entity we're checking conditions on</param>
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/// <param name="condition">Condition we're checking</param>
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/// <returns>Returns true if we meet the condition and false otherwise</returns>
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public bool TryCondition(EntityUid target, EntityCondition condition)
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{
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return condition.Inverted != condition.RaiseEvent(target, this);
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}
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/// <summary>
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/// Raises a condition to an entity. You should not be calling this unless you know what you're doing.
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/// </summary>
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public bool RaiseConditionEvent<T>(EntityUid target, T effect) where T : EntityConditionBase<T>
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{
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var effectEv = new EntityConditionEvent<T>(effect);
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RaiseLocalEvent(target, ref effectEv);
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return effectEv.Result;
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}
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}
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/// <summary>
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/// This is a basic abstract entity effect containing all the data an entity effect needs to affect entities with effects...
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/// </summary>
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/// <typeparam name="T">The Component that is required for the effect</typeparam>
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/// <typeparam name="TCon">The Condition we're testing</typeparam>
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public abstract partial class EntityConditionSystem<T, TCon> : EntitySystem where T : Component where TCon : EntityConditionBase<TCon>
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{
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/// <inheritdoc/>
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public override void Initialize()
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{
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SubscribeLocalEvent<T, EntityConditionEvent<TCon>>(Condition);
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}
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protected abstract void Condition(Entity<T> entity, ref EntityConditionEvent<TCon> args);
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}
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/// <summary>
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/// Used to raise an EntityCondition without losing the type of condition.
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/// </summary>
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public interface IEntityConditionRaiser
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{
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bool RaiseConditionEvent<T>(EntityUid target, T effect) where T : EntityConditionBase<T>;
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}
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/// <summary>
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/// Used to store an <see cref="EntityCondition"/> so it can be raised without losing the type of the condition.
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/// </summary>
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/// <typeparam name="T">The Condition wer are raising.</typeparam>
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public abstract partial class EntityConditionBase<T> : EntityCondition where T : EntityConditionBase<T>
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{
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public override bool RaiseEvent(EntityUid target, IEntityConditionRaiser raiser)
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{
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if (this is not T type)
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return false;
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// If the result of the event matches the result we're looking for then we pass.
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return raiser.RaiseConditionEvent(target, type);
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}
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}
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/// <summary>
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/// A basic condition which can be checked for on an entity via events.
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/// </summary>
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[ImplicitDataDefinitionForInheritors]
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public abstract partial class EntityCondition
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{
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public abstract bool RaiseEvent(EntityUid target, IEntityConditionRaiser raiser);
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/// <summary>
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/// If true, invert the result. So false returns true and true returns false!
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/// </summary>
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[DataField]
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public bool Inverted;
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/// <summary>
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/// A basic description of this condition, which displays in the guidebook.
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/// </summary>
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public abstract string EntityConditionGuidebookText(IPrototypeManager prototype);
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}
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/// <summary>
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/// An Event carrying an entity effect.
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/// </summary>
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/// <param name="Condition">The Condition we're checking</param>
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[ByRefEvent]
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public record struct EntityConditionEvent<T>(T Condition) where T : EntityConditionBase<T>
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{
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/// <summary>
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/// The result of our check, defaults to false if nothing handles it.
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/// </summary>
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[DataField]
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public bool Result;
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/// <summary>
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/// The Condition being raised in this event
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/// </summary>
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public readonly T Condition = Condition;
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}
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