using System.Diagnostics.CodeAnalysis;
using Content.Shared.StatusEffectNew.Components;
using Robust.Shared.Prototypes;
namespace Content.Shared.StatusEffectNew;
public abstract partial class SharedStatusEffectsSystem
{
///
/// Increments duration of status effect by .
/// Tries to add status effect if it is not yet present on entity.
///
/// The target entity to which the effect should be added.
/// ProtoId of the status effect entity. Make sure it has StatusEffectComponent on it.
/// Duration of status effect. Leave null and the effect will be permanent until it is removed using TryRemoveStatusEffect.
/// The EntityUid of the status effect we have just created or null if it doesn't exist.
/// True if effect exists and its duration is set properly, false in case effect cannot be applied.
public bool TryAddStatusEffectDuration(
EntityUid target,
EntProtoId effectProto,
[NotNullWhen(true)] out EntityUid? statusEffect,
TimeSpan duration
)
{
if (!TryGetStatusEffect(target, effectProto, out statusEffect))
return TryAddStatusEffect(target, effectProto, out statusEffect, duration);
AddStatusEffectTime(statusEffect.Value, duration);
return true;
}
///
public bool TryAddStatusEffectDuration(EntityUid target, EntProtoId effectProto, TimeSpan duration)
{
return TryAddStatusEffectDuration(target, effectProto, out _, duration);
}
///
/// Sets duration of status effect by .
/// Tries to add status effect if it is not yet present on entity.
///
/// The target entity to which the effect should be added.
/// ProtoId of the status effect entity. Make sure it has StatusEffectComponent on it.
/// Duration of status effect. Leave null and the effect will be permanent until it is removed using TryRemoveStatusEffect.
/// The EntityUid of the status effect we have just created or null if it doesn't exist.
/// True if effect exists and its duration is set properly, false in case effect cannot be applied.
public bool TrySetStatusEffectDuration(
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);
SetStatusEffectTime(statusEffect.Value, duration);
return true;
}
///
public bool TrySetStatusEffectDuration(EntityUid target, EntProtoId effectProto, TimeSpan? duration = null)
{
return TrySetStatusEffectDuration(target, effectProto, out _, duration);
}
///
/// Updates duration of effect to larger value between provided and current effect duration.
/// Tries to add status effect if it is not yet present on entity.
///
/// The target entity to which the effect should be added.
/// ProtoId of the status effect entity. Make sure it has StatusEffectComponent on it.
/// Duration of status effect. Leave null and the effect will be permanent until it is removed using TryRemoveStatusEffect.
/// The EntityUid of the status effect we have just created or null if it doesn't exist.
/// True if effect exists and its duration is set properly, false in case effect cannot be applied.
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;
}
///
public bool TryUpdateStatusEffectDuration(EntityUid target, EntProtoId effectProto, TimeSpan? duration = null)
{
return TryUpdateStatusEffectDuration(target, effectProto, out _, duration);
}
///
/// Attempting to remove a status effect from an entity.
/// Returns True if the status effect existed on the entity and was successfully removed, and False in otherwise.
///
public bool TryRemoveStatusEffect(EntityUid target, EntProtoId effectProto)
{
if (_net.IsClient) //We cant remove the effect on the client (we need someone more robust at networking than me)
return false;
if (!_containerQuery.TryComp(target, out var container))
return false;
foreach (var effect in container.ActiveStatusEffects)
{
var meta = MetaData(effect);
if (meta.EntityPrototype is not null && meta.EntityPrototype == effectProto)
{
if (!_effectQuery.TryComp(effect, out var effectComp))
return false;
var ev = new StatusEffectRemovedEvent(target);
RaiseLocalEvent(effect, ref ev);
QueueDel(effect);
container.ActiveStatusEffects.Remove(effect);
Dirty(target, container);
return true;
}
}
return false;
}
///
/// Checks whether the specified entity is under a specific status effect.
///
public bool HasStatusEffect(EntityUid target, EntProtoId effectProto)
{
if (!_containerQuery.TryComp(target, out var container))
return false;
foreach (var effect in container.ActiveStatusEffects)
{
var meta = MetaData(effect);
if (meta.EntityPrototype is not null && meta.EntityPrototype == effectProto)
return true;
}
return false;
}
///
/// Attempting to retrieve the EntityUid of a status effect from an entity.
///
public bool TryGetStatusEffect(EntityUid target, EntProtoId effectProto, [NotNullWhen(true)] out EntityUid? effect)
{
effect = null;
if (!_containerQuery.TryComp(target, out var container))
return false;
foreach (var e in container.ActiveStatusEffects)
{
var meta = MetaData(e);
if (meta.EntityPrototype is not null && meta.EntityPrototype == effectProto)
{
effect = e;
return true;
}
}
return false;
}
///
/// Attempting to retrieve the time of a status effect from an entity.
///
/// The target entity on which the effect is applied.
/// The prototype ID of the status effect to retrieve.
/// The output tuple containing the effect entity and its remaining time.
/// Optional. The status effect container component of the entity.
public bool TryGetTime(
EntityUid uid,
EntProtoId effectProto,
out (EntityUid EffectEnt, TimeSpan? EndEffectTime) time,
StatusEffectContainerComponent? container = null
)
{
time = default;
if (!Resolve(uid, ref container))
return false;
foreach (var effect in container.ActiveStatusEffects)
{
var meta = MetaData(effect);
if (meta.EntityPrototype is not null && meta.EntityPrototype == effectProto)
{
if (!_effectQuery.TryComp(effect, out var effectComp))
return false;
time = (effect, effectComp.EndEffectTime);
return true;
}
}
return false;
}
///
/// Attempts to get the maximum time left for a given Status Effect Component, returns false if no such
/// component exists.
///
/// The target entity on which the effect is applied.
/// Returns the EntityUid of the status effect with the most time left, and the end effect time
/// of that status effect.
/// True if a status effect entity with the given component exists
public bool TryGetMaxTime(EntityUid uid, out (EntityUid EffectEnt, TimeSpan? EndEffectTime) time) where T : IComponent
{
time = default;
if (!TryEffectsWithComp(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;
}
///
/// Attempts to edit the remaining time for a status effect on an entity.
///
/// The target entity on which the effect is applied.
/// The prototype ID of the status effect to modify.
///
/// The time adjustment to apply to the status effect. Positive values extend the duration,
/// while negative values reduce it.
///
/// True if duration was edited successfully, false otherwise.
public bool TryAddTime(EntityUid uid, EntProtoId effectProto, TimeSpan time)
{
if (!_containerQuery.TryComp(uid, out var container))
return false;
foreach (var effect in container.ActiveStatusEffects)
{
var meta = MetaData(effect);
if (meta.EntityPrototype is not null && meta.EntityPrototype == effectProto)
{
AddStatusEffectTime(effect, time);
return true;
}
}
return false;
}
///
/// Attempts to set the remaining time for a status effect on an entity.
///
/// The target entity on which the effect is applied.
/// The prototype ID of the status effect to modify.
/// The new duration for the status effect.
/// True if duration was set successfully, false otherwise.
public bool TrySetTime(EntityUid uid, EntProtoId effectProto, TimeSpan time)
{
if (!_containerQuery.TryComp(uid, out var container))
return false;
foreach (var effect in container.ActiveStatusEffects)
{
var meta = MetaData(effect);
if (meta.EntityPrototype is not null && meta.EntityPrototype == effectProto)
{
SetStatusEffectTime(effect, time);
return true;
}
}
return false;
}
///
/// Checks if the specified component is present on any of the entity's status effects.
///
public bool HasEffectComp(EntityUid? target) where T : IComponent
{
if (!_containerQuery.TryComp(target, out var container))
return false;
foreach (var effect in container.ActiveStatusEffects)
{
if (HasComp(effect))
return true;
}
return false;
}
///
/// Returns all status effects that have the specified component.
///
public bool TryEffectsWithComp(EntityUid? target, [NotNullWhen(true)] out HashSet>? effects) where T : IComponent
{
effects = null;
if (!_containerQuery.TryComp(target, out var container))
return false;
foreach (var effect in container.ActiveStatusEffects)
{
if (!_effectQuery.TryComp(effect, out var statusComp))
continue;
if (TryComp(effect, out var comp))
{
effects ??= [];
effects.Add((effect, comp, statusComp));
}
}
return effects is not null;
}
///
/// Helper function for calculating how long it takes for all effects with a particular component to disappear. Useful for overlays.
///
/// An entity from which status effects are checked.
/// The farthest end time of effects with this component is returned. Can be null if one of the effects is infinite.
/// True if effects with the specified component were found, or False if there are no such effects.
public bool TryGetEffectsEndTimeWithComp(EntityUid? target, out TimeSpan? endTime) where T : IComponent
{
endTime = _timing.CurTime;
if (!_containerQuery.TryComp(target, out var container))
return false;
foreach (var effect in container.ActiveStatusEffects)
{
if (!HasComp(effect))
continue;
if (!_effectQuery.TryComp(effect, out var statusComp))
continue;
if (statusComp.EndEffectTime is null)
{
endTime = null;
return true; //This effect never ends, so we return null at endTime, but return true that there is time.
}
if (statusComp.EndEffectTime > endTime)
endTime = statusComp.EndEffectTime;
}
return endTime is not null;
}
}