using Content.Shared.Alert;
using Content.Shared.StatusEffectNew.Components;
using Content.Shared.Whitelist;
using Robust.Shared.GameStates;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Shared.StatusEffectNew;
///
/// This system controls status effects, their lifetime, and provides an API for adding them to entities,
/// removing them from entities, or getting information about current effects on entities.
///
public abstract partial class SharedStatusEffectsSystem : EntitySystem
{
[Dependency] private readonly AlertsSystem _alerts = default!;
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly SharedTransformSystem _transform = default!;
[Dependency] private readonly EntityWhitelistSystem _whitelist = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
[Dependency] private readonly IComponentFactory _compFactory = default!;
[Dependency] private readonly INetManager _net = default!;
private EntityQuery _containerQuery;
private EntityQuery _effectQuery;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnStatusEffectApplied);
SubscribeLocalEvent(OnStatusEffectRemoved);
SubscribeLocalEvent(OnStatusEffectContainerAttached);
SubscribeLocalEvent(OnStatusEffectContainerDetached);
SubscribeLocalEvent(OnGetState);
_containerQuery = GetEntityQuery();
_effectQuery = GetEntityQuery();
}
private void OnGetState(Entity ent, ref ComponentGetState args)
{
args.State = new StatusEffectContainerComponentState(GetNetEntitySet(ent.Comp.ActiveStatusEffects));
}
private void OnStatusEffectContainerAttached(Entity ent, ref LocalPlayerAttachedEvent args)
{
foreach (var effect in ent.Comp.ActiveStatusEffects)
{
var ev = new StatusEffectPlayerAttachedEvent(ent);
RaiseLocalEvent(effect, ref ev);
}
}
private void OnStatusEffectContainerDetached(Entity ent, ref LocalPlayerDetachedEvent args)
{
foreach (var effect in ent.Comp.ActiveStatusEffects)
{
var ev = new StatusEffectPlayerDetachedEvent(ent);
RaiseLocalEvent(effect, ref ev);
}
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var query = EntityQueryEnumerator();
while (query.MoveNext(out var ent, out var effect))
{
if (effect.EndEffectTime is null)
continue;
if (!(_timing.CurTime >= effect.EndEffectTime))
continue;
if (effect.AppliedTo is null)
continue;
var meta = MetaData(ent);
if (meta.EntityPrototype is null)
continue;
TryRemoveStatusEffect(effect.AppliedTo.Value, meta.EntityPrototype);
}
}
private void AddStatusEffectTime(EntityUid effect, TimeSpan delta)
{
if (!_effectQuery.TryComp(effect, out var effectComp))
return;
effectComp.EndEffectTime += delta;
Dirty(effect, effectComp);
if (effectComp is { AppliedTo: not null, Alert: not null })
{
(TimeSpan Start, TimeSpan End)? cooldown = effectComp.EndEffectTime is null
? null
: (_timing.CurTime, effectComp.EndEffectTime.Value);
_alerts.ShowAlert(
effectComp.AppliedTo.Value,
effectComp.Alert.Value,
cooldown: cooldown
);
}
}
private void SetStatusEffectTime(EntityUid effect, TimeSpan duration)
{
if (!_effectQuery.TryComp(effect, out var effectComp))
return;
effectComp.EndEffectTime = _timing.CurTime + duration;
Dirty(effect, effectComp);
if (effectComp is { AppliedTo: not null, Alert: not null })
{
(TimeSpan, TimeSpan)? cooldown = effectComp.EndEffectTime is null
? null
: (_timing.CurTime, effectComp.EndEffectTime.Value);
_alerts.ShowAlert(
effectComp.AppliedTo.Value,
effectComp.Alert.Value,
cooldown: cooldown
);
}
}
private void OnStatusEffectApplied(Entity ent, ref StatusEffectAppliedEvent args)
{
if (ent.Comp is { AppliedTo: not null, Alert: not null })
{
(TimeSpan, TimeSpan)? cooldown = ent.Comp.EndEffectTime is null
? null
: (_timing.CurTime, ent.Comp.EndEffectTime.Value);
_alerts.ShowAlert(
ent.Comp.AppliedTo.Value,
ent.Comp.Alert.Value,
cooldown: cooldown
);
}
}
private void OnStatusEffectRemoved(Entity ent, ref StatusEffectRemovedEvent args)
{
if (ent.Comp.AppliedTo is null)
return;
if (ent.Comp is { AppliedTo: not null, Alert: not null })
_alerts.ClearAlert(ent.Comp.AppliedTo.Value, ent.Comp.Alert.Value);
}
private bool CanAddStatusEffect(EntityUid uid, EntProtoId effectProto)
{
if (!_proto.TryIndex(effectProto, out var effectProtoData))
return false;
if (!effectProtoData.TryGetComponent(out var effectProtoComp, _compFactory))
return false;
if (!_whitelist.CheckBoth(uid, effectProtoComp.Blacklist, effectProtoComp.Whitelist))
return false;
var ev = new BeforeStatusEffectAddedEvent(effectProto);
RaiseLocalEvent(uid, ref ev);
if (ev.Cancelled)
return false;
return true;
}
}
///
/// Calls on effect entity, when a status effect is applied.
///
[ByRefEvent]
public readonly record struct StatusEffectAppliedEvent(EntityUid Target);
///
/// Calls on effect entity, when a status effect is removed.
///
[ByRefEvent]
public readonly record struct StatusEffectRemovedEvent(EntityUid Target);
///
/// Called on a status effect entity inside
/// after a player has been to this container entity.
///
[ByRefEvent]
public readonly record struct StatusEffectPlayerAttachedEvent(EntityUid Target);
///
/// Called on a status effect entity inside
/// after a player has been to this container entity.
///
[ByRefEvent]
public readonly record struct StatusEffectPlayerDetachedEvent(EntityUid Target);
///
/// Raised on an entity before a status effect is added to determine if adding it should be cancelled.
///
[ByRefEvent]
public record struct BeforeStatusEffectAddedEvent(EntProtoId Effect, bool Cancelled = false);