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>
This commit is contained in:
pathetic meowmeow
2025-05-23 12:32:22 -04:00
committed by GitHub
parent 7ba81173bd
commit bf41de18aa
132 changed files with 1843 additions and 1961 deletions

View File

@@ -0,0 +1,58 @@
using Content.Shared.Alert;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Shared.EntityEffects.Effects;
public sealed partial class AdjustAlert : EntityEffect
{
/// <summary>
/// The specific Alert that will be adjusted
/// </summary>
[DataField(required: true)]
public ProtoId<AlertPrototype> AlertType;
/// <summary>
/// If true, the alert is removed after Time seconds. If Time was not specified the alert is removed immediately.
/// </summary>
[DataField]
public bool Clear;
/// <summary>
/// Visually display cooldown progress over the alert icon.
/// </summary>
[DataField]
public bool ShowCooldown;
/// <summary>
/// The length of the cooldown or delay before removing the alert (in seconds).
/// </summary>
[DataField]
public float Time;
//JUSTIFICATION: This just changes some visuals, doesn't need to be documented.
protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys) => null;
public override void Effect(EntityEffectBaseArgs args)
{
var alertSys = args.EntityManager.EntitySysManager.GetEntitySystem<AlertsSystem>();
if (!args.EntityManager.HasComponent<AlertsComponent>(args.TargetEntity))
return;
if (Clear && Time <= 0)
{
alertSys.ClearAlert(args.TargetEntity, AlertType);
}
else
{
var timing = IoCManager.Resolve<IGameTiming>();
(TimeSpan, TimeSpan)? cooldown = null;
if ((ShowCooldown || Clear) && Time > 0)
cooldown = (timing.CurTime, timing.CurTime + TimeSpan.FromSeconds(Time));
alertSys.ShowAlert(args.TargetEntity, AlertType, cooldown: cooldown, autoRemove: Clear, showCooldown: ShowCooldown);
}
}
}