Files
tbd-station-14/Content.Shared/EntityEffects/Effects/AdjustTemperatureEntityEffectsSystem.cs
Princess Cheeseballs 4059c29ebc Entity effects ECS refactor (#40580)
* 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>
2025-10-12 21:23:42 +00:00

31 lines
1.1 KiB
C#

using Content.Shared.Temperature.Components;
using Content.Shared.Temperature.Systems;
namespace Content.Shared.EntityEffects.Effects;
// TODO: When we get a proper temperature/energy struct combine this with the solution temperature effect!!!
/// <summary>
/// Adjusts the temperature of this entity.
/// </summary>
/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
public sealed partial class AdjustTemperatureEntityEffectSystem : EntityEffectSystem<TemperatureComponent, AdjustTemperature>
{
[Dependency] private readonly SharedTemperatureSystem _temperature = default!;
protected override void Effect(Entity<TemperatureComponent> entity, ref EntityEffectEvent<AdjustTemperature> args)
{
var amount = args.Effect.Amount * args.Scale;
_temperature.ChangeHeat(entity, amount, true, entity.Comp);
}
}
/// <inheritdoc cref="EntityEffect"/>
public sealed partial class AdjustTemperature : EntityEffectBase<AdjustTemperature>
{
/// <summary>
/// Amount we're adjusting temperature by.
/// </summary>
[DataField]
public float Amount;
}