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 +1,51 @@
using Robust.Shared.Containers;
using Robust.Shared.Network;
namespace Content.Shared.EntityEffects.Effects.EntitySpawning;
/// <summary>
/// Spawns a given number of entities of a given prototype in a specified container owned by this entity.
/// Returns if the prototype cannot spawn in the specified container.
/// Amount is modified by scale.
/// </summary>
/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
public sealed partial class SpawnEntityInContainerEntityEffectSystem : EntityEffectSystem<ContainerManagerComponent, SpawnEntityInContainer>
{
[Dependency] private readonly INetManager _net = default!;
protected override void Effect(Entity<ContainerManagerComponent> entity, ref EntityEffectEvent<SpawnEntityInContainer> args)
{
var quantity = args.Effect.Number * (int)Math.Floor(args.Scale);
var proto = args.Effect.Entity;
var container = args.Effect.ContainerName;
if (args.Effect.Predicted)
{
for (var i = 0; i < quantity; i++)
{
// Stop trying to spawn if it fails
if (!PredictedTrySpawnInContainer(proto, entity, container, out _, entity.Comp))
return;
}
}
else if (_net.IsServer)
{
for (var i = 0; i < quantity; i++)
{
// Stop trying to spawn if it fails
if (!TrySpawnInContainer(proto, entity, container, out _, entity.Comp))
return;
}
}
}
}
/// <inheritdoc cref="BaseSpawnEntityEntityEffect{T}"/>
public sealed partial class SpawnEntityInContainer : BaseSpawnEntityEntityEffect<SpawnEntityInContainer>
{
/// <summary>
/// Name of the container we're trying to spawn into.
/// </summary>
[DataField(required: true)]
public string ContainerName;
}