Improvements and fixups for New Status Effect API (#38660)

This commit is contained in:
Princess Cheeseballs
2025-07-02 10:46:30 -07:00
committed by GitHub
parent 159c187971
commit 579b38b92b
6 changed files with 210 additions and 97 deletions

View File

@@ -7,80 +7,94 @@ namespace Content.Shared.StatusEffectNew;
public abstract partial class SharedStatusEffectsSystem
{
/// <summary>
/// Attempts to add a status effect to the specified entity. Returns True if the effect is added or it already exists
/// and has been successfully extended in time, returns False if the status effect cannot be applied to this entity,
/// or for any other reason.
/// Increments duration of status effect by <see cref="duration"/>.
/// Tries to add status effect if it is not yet present on entity.
/// </summary>
/// <param name="target">The target entity to which the effect should be added.</param>
/// <param name="effectProto">ProtoId of the status effect entity. Make sure it has StatusEffectComponent on it.</param>
/// <param name="duration">Duration of status effect. Leave null and the effect will be permanent until it is removed using <c>TryRemoveStatusEffect</c>.</param>
/// <param name="resetCooldown">
/// If True, the effect duration time will be reset and reapplied. If False, the effect duration time will be overlaid with the existing one.
/// In the other case, the effect will either be added for the specified time or its time will be extended for the specified time.
/// </param>
/// <param name="statusEffect">The EntityUid of the status effect we have just created or null if it doesn't exist.</param>
public bool TryAddStatusEffect(
/// <returns>True if effect exists and its duration is set properly, false in case effect cannot be applied.</returns>
public bool TryAddStatusEffectDuration(
EntityUid target,
EntProtoId effectProto,
out EntityUid? statusEffect,
TimeSpan? duration = null,
bool resetCooldown = false
[NotNullWhen(true)] out EntityUid? statusEffect,
TimeSpan duration
)
{
statusEffect = null;
if (TryGetStatusEffect(target, effectProto, out var existingEffect))
{
statusEffect = existingEffect;
//We don't need to add the effect if it already exists
if (duration is null)
return true;
if (!TryGetStatusEffect(target, effectProto, out statusEffect))
return TryAddStatusEffect(target, effectProto, out statusEffect, duration);
if (resetCooldown)
SetStatusEffectTime(existingEffect.Value, duration.Value);
else
AddStatusEffectTime(existingEffect.Value, duration.Value);
return true;
}
if (!CanAddStatusEffect(target, effectProto))
return false;
var container = EnsureComp<StatusEffectContainerComponent>(target);
//And only if all checks passed we spawn the effect
var effect = PredictedSpawnAttachedTo(effectProto, Transform(target).Coordinates);
statusEffect = effect;
_transform.SetParent(effect, target);
if (!_effectQuery.TryComp(effect, out var effectComp))
return false;
if (duration != null)
effectComp.EndEffectTime = _timing.CurTime + duration;
container.ActiveStatusEffects.Add(effect);
effectComp.AppliedTo = target;
Dirty(target, container);
Dirty(effect, effectComp);
var ev = new StatusEffectAppliedEvent(target);
RaiseLocalEvent(effect, ref ev);
AddStatusEffectTime(statusEffect.Value, duration);
return true;
}
///<inheritdoc cref="TryAddStatusEffectDuration(Robust.Shared.GameObjects.EntityUid,Robust.Shared.Prototypes.EntProtoId,out Robust.Shared.GameObjects.EntityUid?,System.TimeSpan)"/>
public bool TryAddStatusEffectDuration(EntityUid target, EntProtoId effectProto, TimeSpan duration)
{
return TryAddStatusEffectDuration(target, effectProto, out _, duration);
}
/// <summary>
/// An overload of <see cref="TryAddStatusEffect(EntityUid,EntProtoId,out EntityUid?,TimeSpan?,bool)"/>
/// that doesn't return a status effect EntityUid.
/// Sets duration of status effect by <see cref="duration"/>.
/// Tries to add status effect if it is not yet present on entity.
/// </summary>
public bool TryAddStatusEffect(
/// <param name="target">The target entity to which the effect should be added.</param>
/// <param name="effectProto">ProtoId of the status effect entity. Make sure it has StatusEffectComponent on it.</param>
/// <param name="duration">Duration of status effect. Leave null and the effect will be permanent until it is removed using <c>TryRemoveStatusEffect</c>.</param>
/// <param name="statusEffect">The EntityUid of the status effect we have just created or null if it doesn't exist.</param>
/// <returns>True if effect exists and its duration is set properly, false in case effect cannot be applied.</returns>
public bool TrySetStatusEffectDuration(
EntityUid target,
EntProtoId effectProto,
TimeSpan? duration = null,
bool resetCooldown = false
[NotNullWhen(true)] out EntityUid? statusEffect,
TimeSpan? duration = null
)
{
return TryAddStatusEffect(target, effectProto, out _, duration, resetCooldown);
if (!TryGetStatusEffect(target, effectProto, out statusEffect))
return TryAddStatusEffect(target, effectProto, out statusEffect, duration);
SetStatusEffectTime(statusEffect.Value, duration);
return true;
}
/// <inheritdoc cref="TrySetStatusEffectDuration(Robust.Shared.GameObjects.EntityUid,Robust.Shared.Prototypes.EntProtoId,out Robust.Shared.GameObjects.EntityUid?,System.TimeSpan?)"/>
public bool TrySetStatusEffectDuration(EntityUid target, EntProtoId effectProto, TimeSpan? duration = null)
{
return TrySetStatusEffectDuration(target, effectProto, out _, duration);
}
/// <summary>
/// Updates duration of effect to larger value between provided <see cref="duration"/> and current effect duration.
/// Tries to add status effect if it is not yet present on entity.
/// </summary>
/// <param name="target">The target entity to which the effect should be added.</param>
/// <param name="effectProto">ProtoId of the status effect entity. Make sure it has StatusEffectComponent on it.</param>
/// <param name="duration">Duration of status effect. Leave null and the effect will be permanent until it is removed using <c>TryRemoveStatusEffect</c>.</param>
/// <param name="statusEffect">The EntityUid of the status effect we have just created or null if it doesn't exist.</param>
/// <returns>True if effect exists and its duration is set properly, false in case effect cannot be applied.</returns>
public bool TryUpdateStatusEffectDuration(
EntityUid target,
EntProtoId effectProto,
[NotNullWhen(true)] out EntityUid? statusEffect,
TimeSpan? duration = null
)
{
if (!TryGetStatusEffect(target, effectProto, out statusEffect))
return TryAddStatusEffect(target, effectProto, out statusEffect, duration);
UpdateStatusEffectTime(statusEffect.Value, duration);
return true;
}
/// <inheritdoc cref="TryUpdateStatusEffectDuration(Robust.Shared.GameObjects.EntityUid,Robust.Shared.Prototypes.EntProtoId,out Robust.Shared.GameObjects.EntityUid?,System.TimeSpan?)"/>
public bool TryUpdateStatusEffectDuration(EntityUid target, EntProtoId effectProto, TimeSpan? duration = null)
{
return TryUpdateStatusEffectDuration(target, effectProto, out _, duration);
}
/// <summary>
@@ -190,6 +204,36 @@ public abstract partial class SharedStatusEffectsSystem
return false;
}
/// <summary>
/// Attempts to get the maximum time left for a given Status Effect Component, returns false if no such
/// component exists.
/// </summary>
/// <param name="uid">The target entity on which the effect is applied.</param>
/// <param name="time">Returns the EntityUid of the status effect with the most time left, and the end effect time
/// of that status effect.</param>
/// <returns> True if a status effect entity with the given component exists</returns>
public bool TryGetMaxTime<T>(EntityUid uid, out (EntityUid EffectEnt, TimeSpan? EndEffectTime) time) where T : IComponent
{
time = default;
if (!TryEffectsWithComp<T>(uid, out var status))
return false;
time.Item2 = TimeSpan.Zero;
foreach (var effect in status)
{
if (effect.Comp2.EndEffectTime == null)
{
time = (effect.Owner, null);
return true;
}
if (effect.Comp2.EndEffectTime > time.Item2)
time = (effect.Owner, effect.Comp2.EndEffectTime);
}
return true;
}
/// <summary>
/// Attempts to edit the remaining time for a status effect on an entity.
/// </summary>