using Content.Shared.Alert;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Shared.EntityEffects.Effects;
public sealed partial class AdjustAlert : EntityEffect
{
///
/// The specific Alert that will be adjusted
///
[DataField(required: true)]
public ProtoId AlertType;
///
/// If true, the alert is removed after Time seconds. If Time was not specified the alert is removed immediately.
///
[DataField]
public bool Clear;
///
/// Visually display cooldown progress over the alert icon.
///
[DataField]
public bool ShowCooldown;
///
/// The length of the cooldown or delay before removing the alert (in seconds).
///
[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();
if (!args.EntityManager.HasComponent(args.TargetEntity))
return;
if (Clear && Time <= 0)
{
alertSys.ClearAlert(args.TargetEntity, AlertType);
}
else
{
var timing = IoCManager.Resolve();
(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);
}
}
}