New status effect system (#37238)
* spectra * documentation * added into liquid anomaly * Update TemporaryStealthComponent.cs * Update TemporaryStealthComponent.cs * integrated * new system * mark old status effect system as obsolete * ForcedSleeping new status effect * work with reagents * networking??? * Revert "integrated" This reverts commit bca02b82bae18ae131af593d7eb86e6de2745157. * Revert "Update TemporaryStealthComponent.cs" This reverts commit 4a5be8c4b704a0d1ff9544b2e245d8b2701ec580. * Revert "Update TemporaryStealthComponent.cs" This reverts commit a4875bcb41347638854bd723d96a51c3e6d38034. * Revert "added into liquid anomaly" This reverts commit df5086b14bb35f1467158a36807c0f2163a16d99. * Revert "documentation" This reverts commit 3629b9466758cbdfa4dd5e67ece122fa2f181138. * Revert "spectra" This reverts commit 2d03d88c16d16ad6831c19a7921b84600daeb284. * drowsiness status effect remove * reagents work * polish, remove test changes * first Fildrance review part * Update misc.yml * more fildrance review * final part * fix trailing spaces * sleeping status effect * drowsiness status effect * Create ModifyStatusEffect.cs * some tweak * Yay!!! Manual networking * minor nitpick * oopsie * refactor: xml-docs, notnullwhen attributes, whitespaces * fildrance and emo review * refactor: simplify check in SharedStatusEffectsSystem by using pattern matching, TryEffectsWithComp now returns set of Entity<T, StatusEffectComponent> --------- Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
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Content.Client/StatusEffectNew/ClientStatusEffectsSystem.cs
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Content.Client/StatusEffectNew/ClientStatusEffectsSystem.cs
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using Content.Shared.StatusEffectNew;
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using Content.Shared.StatusEffectNew.Components;
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using Robust.Shared.Collections;
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using Robust.Shared.GameStates;
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namespace Content.Client.StatusEffectNew;
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/// <inheritdoc/>
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public sealed partial class ClientStatusEffectsSystem : SharedStatusEffectsSystem
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{
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<StatusEffectContainerComponent, ComponentHandleState>(OnHandleState);
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}
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private void OnHandleState(Entity<StatusEffectContainerComponent> ent, ref ComponentHandleState args)
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{
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if (args.Current is not StatusEffectContainerComponentState state)
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return;
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var toRemove = new ValueList<EntityUid>();
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foreach (var effect in ent.Comp.ActiveStatusEffects)
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{
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if (state.ActiveStatusEffects.Contains(GetNetEntity(effect)))
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continue;
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toRemove.Add(effect);
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}
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foreach (var effect in toRemove)
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{
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ent.Comp.ActiveStatusEffects.Remove(effect);
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var ev = new StatusEffectRemovedEvent(ent);
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RaiseLocalEvent(effect, ref ev);
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}
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foreach (var effect in state.ActiveStatusEffects)
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{
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var effectUid = GetEntity(effect);
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if (ent.Comp.ActiveStatusEffects.Contains(effectUid))
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continue;
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ent.Comp.ActiveStatusEffects.Add(effectUid);
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var ev = new StatusEffectAppliedEvent(ent);
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RaiseLocalEvent(effectUid, ref ev);
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}
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}
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}
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