* 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>
52 lines
2.0 KiB
C#
52 lines
2.0 KiB
C#
using Content.Shared.Electrocution;
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using Content.Shared.StatusEffect;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects.StatusEffects;
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// TODO: When Electrocution is moved to new Status, make this use StatusEffectsContainerComponent.
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/// <summary>
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/// Electrocutes this entity for a given amount of damage and time.
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/// The shock damage applied by this effect is modified by scale.
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/// </summary>
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/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
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public sealed partial class ElectrocuteEntityEffectSystem : EntityEffectSystem<StatusEffectsComponent, Electrocute>
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{
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[Dependency] private readonly SharedElectrocutionSystem _electrocution = default!;
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// TODO: When electrocution is new status, change this to new status
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protected override void Effect(Entity<StatusEffectsComponent> entity, ref EntityEffectEvent<Electrocute> args)
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{
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var effect = args.Effect;
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_electrocution.TryDoElectrocution(entity, null, (int)(args.Scale * effect.ShockDamage), effect.ElectrocuteTime, effect.Refresh, ignoreInsulation: effect.BypassInsulation);
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}
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}
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/// <inheritdoc cref="EntityEffect"/>
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public sealed partial class Electrocute : EntityEffectBase<Electrocute>
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{
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/// <summary>
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/// Time we electrocute this entity
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/// </summary>
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[DataField] public TimeSpan ElectrocuteTime = TimeSpan.FromSeconds(2);
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/// <summary>
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/// Shock damage we apply to the entity.
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/// </summary>
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[DataField] public int ShockDamage = 5;
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/// <summary>
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/// Do we refresh the duration? Or add more duration if it already exists.
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/// </summary>
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[DataField] public bool Refresh = true;
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/// <summary>
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/// Should we by bypassing insulation?
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/// </summary>
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[DataField] public bool BypassInsulation = true;
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public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString("entity-effect-guidebook-electrocute", ("chance", Probability), ("time", ElectrocuteTime.TotalSeconds));
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}
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