using Content.Shared.StatusEffect;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects.StatusEffects;
///
/// Applies a Generic Status Effect to this entity, which is a timed Component.
/// The amount of time the Component is applied is modified by scale.
///
///
[Obsolete("Use ModifyStatusEffect instead")]
public sealed partial class GenericStatusEffectEntityEffectSystem : EntityEffectSystem
{
[Dependency] private readonly StatusEffectsSystem _status = default!;
protected override void Effect(Entity entity, ref EntityEffectEvent args)
{
var time = args.Effect.Time * args.Scale;
switch (args.Effect.Type)
{
case StatusEffectMetabolismType.Update:
if (args.Effect.Component != String.Empty)
_status.TryAddStatusEffect(entity, args.Effect.Key, time, true, args.Effect.Component);
break;
case StatusEffectMetabolismType.Add:
if (args.Effect.Component != String.Empty)
_status.TryAddStatusEffect(entity, args.Effect.Key, time, false, args.Effect.Component);
break;
case StatusEffectMetabolismType.Remove:
_status.TryRemoveTime(entity, args.Effect.Key, time);
break;
case StatusEffectMetabolismType.Set:
_status.TrySetTime(entity, args.Effect.Key, time);
break;
}
}
}
///
public sealed partial class GenericStatusEffect : EntityEffectBase
{
[DataField(required: true)]
public string Key = default!;
[DataField]
public string Component = String.Empty;
[DataField]
public TimeSpan Time = TimeSpan.FromSeconds(2f);
///
/// Should this effect add the status effect, remove time from it, or set its cooldown?
///
[DataField]
public StatusEffectMetabolismType Type = StatusEffectMetabolismType.Update;
public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys) => Loc.GetString(
"entity-effect-guidebook-status-effect-old",
("chance", Probability),
("type", Type),
("time", Time.TotalSeconds),
("key", $"entity-effect-status-effect-{Key}"));
}