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 Content.Shared.Popups;
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using Robust.Shared.Network;
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using Robust.Shared.Random;
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namespace Content.Shared.EntityEffects.Effects.Transform;
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/// <summary>
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/// Creates a text popup to appear at this entity's coordinates.
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/// </summary>
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/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
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public sealed partial class PopupMessageEntityEffectSystem : EntityEffectSystem<TransformComponent, PopupMessage>
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{
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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protected override void Effect(Entity<TransformComponent> entity, ref EntityEffectEvent<PopupMessage> args)
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{
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// TODO: When we get proper random prediction remove this check.
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if (_net.IsClient)
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return;
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var msg = _random.Pick(args.Effect.Messages);
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switch (args.Effect.Type)
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{
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case PopupRecipients.Local:
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_popup.PopupEntity(Loc.GetString(msg, ("entity", entity)), entity, entity, args.Effect.VisualType);
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break;
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case PopupRecipients.Pvs:
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_popup.PopupEntity(Loc.GetString(msg, ("entity", entity)), entity, args.Effect.VisualType);
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break;
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}
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}
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}
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/// <inheritdoc cref="EntityEffect"/>
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public sealed partial class PopupMessage : EntityEffectBase<PopupMessage>
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{
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/// <summary>
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/// Array of messages that can popup.
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/// Only one is chosen when the effect is applied.
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/// </summary>
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[DataField(required: true)]
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public string[] Messages = default!;
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/// <summary>
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/// Whether to just the entity we're affecting, or everyone around them.
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/// </summary>
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[DataField]
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public PopupRecipients Type = PopupRecipients.Local;
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/// <summary>
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/// Size of the popup.
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/// </summary>
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[DataField]
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public PopupType VisualType = PopupType.Small;
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}
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public enum PopupRecipients
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{
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Pvs,
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Local
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}
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