* Init Commit * Remove unused code, fix stun visuals bug * Update Content.Shared/Stunnable/SharedStunSystem.cs * Some initial changes * first batch of changes * Commit * One line cleanup * KnockdownStatusEffect ain't worth it. * Fix 2 bugs * Fixes * Remove that actually, * Maybe this? * Meff fix * Meff fix * alert cleanup and API * I expect update loops to be at the top. * Fix LOC * Address review * Address review x 2 * Merg my PR * Fix * Update Content.Shared/Alert/AlertsSystem.cs webedit Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com> * FIX THAT TEST FAIL!!!! * Me when I forget to actually give you alerts * Push * Tests are not failing locally why are they dying on github??? * Fix test fails (real) --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: ScarKy0 <106310278+ScarKy0@users.noreply.github.com> Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>
79 lines
2.8 KiB
C#
79 lines
2.8 KiB
C#
using Content.Shared.StatusEffectNew;
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using JetBrains.Annotations;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects.StatusEffects;
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/// <summary>
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/// Changes status effects on entities: Adds, removes or sets time.
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/// </summary>
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[UsedImplicitly]
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public sealed partial class ModifyStatusEffect : EntityEffect
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{
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[DataField(required: true)]
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public EntProtoId EffectProto;
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/// <summary>
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/// Time for which status effect should be applied. Behaviour changes according to <see cref="Refresh" />.
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/// </summary>
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[DataField]
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public float Time = 2.0f;
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/// <summary>
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/// Delay before the effect starts. If another effect is added with a shorter delay, it takes precedence.
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/// </summary>
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[DataField]
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public float Delay = 0f;
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/// <summary>
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/// Should this effect add the status effect, remove time from it, or set its cooldown?
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/// </summary>
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[DataField]
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public StatusEffectMetabolismType Type = StatusEffectMetabolismType.Add;
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/// <inheritdoc />
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public override void Effect(EntityEffectBaseArgs args)
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{
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var statusSys = args.EntityManager.EntitySysManager.GetEntitySystem<StatusEffectsSystem>();
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var time = Time;
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if (args is EntityEffectReagentArgs reagentArgs)
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time *= reagentArgs.Scale.Float();
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var duration = TimeSpan.FromSeconds(time);
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switch (Type)
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{
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case StatusEffectMetabolismType.Update:
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statusSys.TryUpdateStatusEffectDuration(args.TargetEntity, EffectProto, duration, Delay > 0 ? TimeSpan.FromSeconds(Delay) : null);
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break;
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case StatusEffectMetabolismType.Add:
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statusSys.TryAddStatusEffectDuration(args.TargetEntity, EffectProto, duration, Delay > 0 ? TimeSpan.FromSeconds(Delay) : null);
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break;
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case StatusEffectMetabolismType.Remove:
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statusSys.TryAddTime(args.TargetEntity, EffectProto, -duration);
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break;
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case StatusEffectMetabolismType.Set:
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statusSys.TrySetStatusEffectDuration(args.TargetEntity, EffectProto, duration, TimeSpan.FromSeconds(Delay));
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break;
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}
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}
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/// <inheritdoc />
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protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys) =>
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Delay > 0
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? Loc.GetString(
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"reagent-effect-guidebook-status-effect-delay",
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("chance", Probability),
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("type", Type),
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("time", Time),
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("key", prototype.Index(EffectProto).Name),
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("delay", Delay))
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: Loc.GetString(
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"reagent-effect-guidebook-status-effect",
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("chance", Probability),
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("type", Type),
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("time", Time),
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("key", prototype.Index(EffectProto).Name)
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);
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}
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