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