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.Containers;
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using Robust.Shared.Network;
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namespace Content.Shared.EntityEffects.Effects.EntitySpawning;
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/// <summary>
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/// Spawns a given number of entities of a given prototype in a specified container owned by this entity.
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/// Returns if the prototype cannot spawn in the specified container.
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/// Amount is modified by scale.
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/// </summary>
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/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
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public sealed partial class SpawnEntityInContainerEntityEffectSystem : EntityEffectSystem<ContainerManagerComponent, SpawnEntityInContainer>
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{
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[Dependency] private readonly INetManager _net = default!;
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protected override void Effect(Entity<ContainerManagerComponent> entity, ref EntityEffectEvent<SpawnEntityInContainer> args)
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{
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var quantity = args.Effect.Number * (int)Math.Floor(args.Scale);
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var proto = args.Effect.Entity;
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var container = args.Effect.ContainerName;
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if (args.Effect.Predicted)
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{
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for (var i = 0; i < quantity; i++)
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{
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// Stop trying to spawn if it fails
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if (!PredictedTrySpawnInContainer(proto, entity, container, out _, entity.Comp))
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return;
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}
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}
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else if (_net.IsServer)
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{
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for (var i = 0; i < quantity; i++)
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{
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// Stop trying to spawn if it fails
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if (!TrySpawnInContainer(proto, entity, container, out _, entity.Comp))
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return;
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}
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}
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}
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}
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/// <inheritdoc cref="BaseSpawnEntityEntityEffect{T}"/>
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public sealed partial class SpawnEntityInContainer : BaseSpawnEntityEntityEffect<SpawnEntityInContainer>
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{
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/// <summary>
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/// Name of the container we're trying to spawn into.
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/// </summary>
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[DataField(required: true)]
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public string ContainerName;
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}
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