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.Shared/StatusEffectNew/StatusEffectNewSystem.API.cs
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265
Content.Shared/StatusEffectNew/StatusEffectNewSystem.API.cs
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using System.Diagnostics.CodeAnalysis;
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using Content.Shared.StatusEffectNew.Components;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.StatusEffectNew;
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public abstract partial class SharedStatusEffectsSystem
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{
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/// <summary>
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/// Attempts to add a status effect to the specified entity. Returns True if the effect is added or it already exists
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/// and has been successfully extended in time, returns False if the status effect cannot be applied to this entity,
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/// or for any other reason.
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/// </summary>
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/// <param name="target">The target entity to which the effect should be added.</param>
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/// <param name="effectProto">ProtoId of the status effect entity. Make sure it has StatusEffectComponent on it.</param>
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/// <param name="duration">Duration of status effect. Leave null and the effect will be permanent until it is removed using <c>TryRemoveStatusEffect</c>.</param>
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/// <param name="resetCooldown">
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/// If True, the effect duration time will be reset and reapplied. If False, the effect duration time will be overlaid with the existing one.
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/// In the other case, the effect will either be added for the specified time or its time will be extended for the specified time.
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/// </param>
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public bool TryAddStatusEffect(
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EntityUid target,
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EntProtoId effectProto,
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TimeSpan? duration = null,
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bool resetCooldown = false
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)
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{
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if (TryGetStatusEffect(target, effectProto, out var existedEffect))
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{
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//We don't need to add the effect if it already exists
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if (duration is null)
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return true;
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if (resetCooldown)
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SetStatusEffectTime(existedEffect.Value, duration.Value);
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else
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AddStatusEffectTime(existedEffect.Value, duration.Value);
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return true;
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}
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if (!CanAddStatusEffect(target, effectProto))
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return false;
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var container = EnsureComp<StatusEffectContainerComponent>(target);
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//And only if all checks passed we spawn the effect
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var effect = PredictedSpawnAttachedTo(effectProto, Transform(target).Coordinates);
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_transform.SetParent(effect, target);
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if (!_effectQuery.TryComp(effect, out var effectComp))
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return false;
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if (duration != null)
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effectComp.EndEffectTime = _timing.CurTime + duration;
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container.ActiveStatusEffects.Add(effect);
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effectComp.AppliedTo = target;
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Dirty(target, container);
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Dirty(effect, effectComp);
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var ev = new StatusEffectAppliedEvent(target);
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RaiseLocalEvent(effect, ref ev);
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return true;
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}
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/// <summary>
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/// Attempting to remove a status effect from an entity.
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/// Returns True if the status effect existed on the entity and was successfully removed, and False in otherwise.
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/// </summary>
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public bool TryRemoveStatusEffect(EntityUid target, EntProtoId effectProto)
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{
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if (_net.IsClient) //We cant remove the effect on the client (we need someone more robust at networking than me)
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return false;
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if (!_containerQuery.TryComp(target, out var container))
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return false;
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foreach (var effect in container.ActiveStatusEffects)
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{
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var meta = MetaData(effect);
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if (meta.EntityPrototype is not null && meta.EntityPrototype == effectProto)
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{
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if (!_effectQuery.TryComp(effect, out var effectComp))
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return false;
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var ev = new StatusEffectRemovedEvent(target);
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RaiseLocalEvent(effect, ref ev);
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QueueDel(effect);
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container.ActiveStatusEffects.Remove(effect);
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Dirty(target, container);
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Checks whether the specified entity is under a specific status effect.
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/// </summary>
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public bool HasStatusEffect(EntityUid target, EntProtoId effectProto)
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{
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if (!_containerQuery.TryComp(target, out var container))
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return false;
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foreach (var effect in container.ActiveStatusEffects)
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{
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var meta = MetaData(effect);
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if (meta.EntityPrototype is not null && meta.EntityPrototype == effectProto)
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return true;
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}
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return false;
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}
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/// <summary>
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/// Attempting to retrieve the EntityUid of a status effect from an entity.
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/// </summary>
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public bool TryGetStatusEffect(EntityUid target, EntProtoId effectProto, [NotNullWhen(true)] out EntityUid? effect)
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{
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effect = null;
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if (!_containerQuery.TryComp(target, out var container))
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return false;
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foreach (var e in container.ActiveStatusEffects)
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{
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var meta = MetaData(e);
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if (meta.EntityPrototype is not null && meta.EntityPrototype == effectProto)
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{
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effect = e;
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Attempting to retrieve the time of a status effect from an entity.
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/// </summary>
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/// <param name="uid">The target entity on which the effect is applied.</param>
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/// <param name="effectProto">The prototype ID of the status effect to retrieve.</param>
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/// <param name="time">The output tuple containing the effect entity and its remaining time.</param>
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/// <param name="container">Optional. The status effect container component of the entity.</param>
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public bool TryGetTime(
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EntityUid uid,
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EntProtoId effectProto,
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out (EntityUid EffectEnt, TimeSpan? EndEffectTime) time,
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StatusEffectContainerComponent? container = null
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)
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{
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time = default;
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if (!Resolve(uid, ref container))
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return false;
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foreach (var effect in container.ActiveStatusEffects)
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{
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var meta = MetaData(effect);
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if (meta.EntityPrototype is not null && meta.EntityPrototype == effectProto)
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{
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if (!_effectQuery.TryComp(effect, out var effectComp))
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return false;
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time = (effect, effectComp.EndEffectTime);
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Attempts to edit the remaining time for a status effect on an entity.
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/// </summary>
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/// <param name="uid">The target entity on which the effect is applied.</param>
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/// <param name="effectProto">The prototype ID of the status effect to modify.</param>
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/// <param name="time">
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/// The time adjustment to apply to the status effect. Positive values extend the duration,
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/// while negative values reduce it.
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/// </param>
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/// <returns> True if duration was edited successfully, false otherwise.</returns>
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public bool TryAddTime(EntityUid uid, EntProtoId effectProto, TimeSpan time)
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{
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if (!_containerQuery.TryComp(uid, out var container))
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return false;
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foreach (var effect in container.ActiveStatusEffects)
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{
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var meta = MetaData(effect);
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if (meta.EntityPrototype is not null && meta.EntityPrototype == effectProto)
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{
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AddStatusEffectTime(effect, time);
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Attempts to set the remaining time for a status effect on an entity.
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/// </summary>
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/// <param name="uid">The target entity on which the effect is applied.</param>
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/// <param name="effectProto">The prototype ID of the status effect to modify.</param>
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/// <param name="time">The new duration for the status effect.</param>
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/// <returns> True if duration was set successfully, false otherwise.</returns>
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public bool TrySetTime(EntityUid uid, EntProtoId effectProto, TimeSpan time)
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{
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if (!_containerQuery.TryComp(uid, out var container))
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return false;
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foreach (var effect in container.ActiveStatusEffects)
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{
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var meta = MetaData(effect);
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if (meta.EntityPrototype is not null && meta.EntityPrototype == effectProto)
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{
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SetStatusEffectTime(effect, time);
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Checks if the specified component is present on any of the entity's status effects.
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/// </summary>
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public bool HasEffectComp<T>(EntityUid? target) where T : IComponent
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{
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if (!_containerQuery.TryComp(target, out var container))
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return false;
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foreach (var effect in container.ActiveStatusEffects)
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{
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if (HasComp<T>(effect))
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return true;
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}
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return false;
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}
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/// <summary>
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/// Returns all status effects that have the specified component.
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/// </summary>
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public bool TryEffectsWithComp<T>(EntityUid? target, [NotNullWhen(true)] out HashSet<Entity<T, StatusEffectComponent>>? effects) where T : IComponent
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{
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effects = null;
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if (!_containerQuery.TryComp(target, out var container))
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return false;
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foreach (var effect in container.ActiveStatusEffects)
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{
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if (!TryComp<StatusEffectComponent>(effect, out var statusComp))
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continue;
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if (TryComp<T>(effect, out var comp))
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{
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effects ??= [];
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effects.Add((effect, comp, statusComp));
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}
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}
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return effects != null;
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}
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}
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