* LOCKED THE FUCK IN * Forgot this little fella * Crying * All entity effects ported, needs cleanup still * Commit * HEHEHEHAW * Shelve for now * fixe * Big * First big chunk of changes * Big if true * Commit * IT BUILDS!!! * Fix LINTER fails * Cleanup * Scale working, cut down on some evil code * Delete old Entity Effects * Accidentally breaking shit by fixing bugs * Fix a bunch of effects not working * Fix reagent thresholds * Update damage * Wait don't change the gas metabolisms A * Cleanup * more fixes * Eh * Misc fixes and jank * Remove two things, add bullshit, change condition to inverted * Remove unused "Shared" system structure * Namespace fix * merge conflicts/cleanup * More fixes * Guidebook text begins * Shelve * Push * More shit to push * Fix * Fix merg conflicts * BLOOD FOR THE BLOOD GOD!!! * Mild cleanup and lists * Fix localization and comments * Shuffle localization around a bit. * All done? * Nearly everything * Is this the end? * Whoops forgot to remove that TODO * Get rid of some warnings for good measure... * It's done * Should make those virtual in case we want to override them tbqh... * Update Content.Shared/EntityEffects/Effects/Botany/PlantAttributes/PlantDestroySeeds.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Fix test fails real * Add to codeowners * Documentation to everything * Forgot to push whoops * Standardize Condition names * Fix up metabolism a little as a treat * review * add IsServer checks --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
29 lines
1.1 KiB
C#
29 lines
1.1 KiB
C#
using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityConditions.Conditions.Body;
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/// <summary>
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/// Returns true if this entity's current mob state matches the condition's specified mob state.
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/// </summary>
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/// <inheritdoc cref="EntityConditionSystem{T, TCondition}"/>
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public sealed partial class MobStateEntityConditionSystem : EntityConditionSystem<MobStateComponent, MobStateCondition>
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{
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protected override void Condition(Entity<MobStateComponent> entity, ref EntityConditionEvent<MobStateCondition> args)
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{
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if (entity.Comp.CurrentState == args.Condition.Mobstate)
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args.Result = true;
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}
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}
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/// <inheritdoc cref="EntityCondition"/>
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public sealed partial class MobStateCondition : EntityConditionBase<MobStateCondition>
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{
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[DataField]
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public MobState Mobstate = MobState.Alive;
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public override string EntityConditionGuidebookText(IPrototypeManager prototype) =>
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Loc.GetString("reagent-effect-condition-guidebook-mob-state-condition", ("state", Mobstate));
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}
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