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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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects.EntitySpawning;
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/// <summary>
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/// A type of <see cref="EntityEffectBase{T}"/> for effects that spawn entities by prototype.
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/// </summary>
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/// <typeparam name="T">The entity effect inheriting this BaseEffect</typeparam>
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/// <inheritdoc cref="EntityEffect"/>
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public abstract partial class BaseSpawnEntityEntityEffect<T> : EntityEffectBase<T> where T : BaseSpawnEntityEntityEffect<T>
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{
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/// <summary>
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/// Amount of entities we're spawning
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/// </summary>
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[DataField]
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public int Number = 1;
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/// <summary>
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/// Prototype of the entity we're spawning
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/// </summary>
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[DataField (required: true)]
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public EntProtoId Entity;
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/// <summary>
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/// Whether this spawning is predicted. Set false to not predict the spawn.
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/// Entities with animations or that have random elements when spawned should set this to false.
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/// </summary>
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[DataField]
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public bool Predicted = true;
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public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString("entity-effect-guidebook-spawn-entity",
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("chance", Probability),
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("entname", IoCManager.Resolve<IPrototypeManager>().Index<EntityPrototype>(Entity).Name),
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("amount", Number));
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}
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