Move entity effects definitions to shared (#35614)
* Move entity effects to shared * relocate spawning to server * Generic version of EntityEffect for just raising event. * genericise everything * oops forgot to push you * some condensation * finish rebas * unwhite the space * oops forgot nuke * bad rebase fix * useless annotations begone --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com>
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.EffectConditions;
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/// <summary>
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/// Used for implementing reagent effects that require a certain amount of reagent before it should be applied.
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/// For instance, overdoses.
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///
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/// This can also trigger on -other- reagents, not just the one metabolizing. By default, it uses the
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/// one being metabolized.
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/// </summary>
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public sealed partial class ReagentThreshold : EntityEffectCondition
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{
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[DataField]
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public FixedPoint2 Min = FixedPoint2.Zero;
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[DataField]
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public FixedPoint2 Max = FixedPoint2.MaxValue;
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// TODO use ReagentId
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[DataField]
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public string? Reagent;
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public override bool Condition(EntityEffectBaseArgs args)
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{
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if (args is EntityEffectReagentArgs reagentArgs)
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{
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var reagent = Reagent ?? reagentArgs.Reagent?.ID;
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if (reagent == null)
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return true; // No condition to apply.
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var quant = FixedPoint2.Zero;
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if (reagentArgs.Source != null)
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quant = reagentArgs.Source.GetTotalPrototypeQuantity(reagent);
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return quant >= Min && quant <= Max;
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}
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// TODO: Someone needs to figure out how to do this for non-reagent effects.
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throw new NotImplementedException();
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}
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public override string GuidebookExplanation(IPrototypeManager prototype)
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{
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ReagentPrototype? reagentProto = null;
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if (Reagent is not null)
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prototype.TryIndex(Reagent, out reagentProto);
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return Loc.GetString("reagent-effect-condition-guidebook-reagent-threshold",
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("reagent", reagentProto?.LocalizedName ?? Loc.GetString("reagent-effect-condition-guidebook-this-reagent")),
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("max", Max == FixedPoint2.MaxValue ? (float) int.MaxValue : Max.Float()),
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("min", Min.Float()));
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}
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}
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