Files
tbd-station-14/Content.Shared/EntityEffects/Effects/StatusEffects/ModifyStatusEffect.cs
2025-07-02 20:46:30 +03:00

71 lines
2.4 KiB
C#

using Content.Shared.StatusEffectNew;
using JetBrains.Annotations;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects.StatusEffects;
/// <summary>
/// Changes status effects on entities: Adds, removes or sets time.
/// </summary>
[UsedImplicitly]
public sealed partial class ModifyStatusEffect : EntityEffect
{
[DataField(required: true)]
public EntProtoId EffectProto;
/// <summary>
/// Time for which status effect should be applied. Behaviour changes according to <see cref="Refresh" />.
/// </summary>
[DataField]
public float Time = 2.0f;
/// <remarks>
/// true - refresh status effect time (update to greater value), false - accumulate status effect time.
/// </remarks>
[DataField]
public bool Refresh = true;
/// <summary>
/// Should this effect add the status effect, remove time from it, or set its cooldown?
/// </summary>
[DataField]
public StatusEffectMetabolismType Type = StatusEffectMetabolismType.Add;
/// <inheritdoc />
public override void Effect(EntityEffectBaseArgs args)
{
var statusSys = args.EntityManager.EntitySysManager.GetEntitySystem<SharedStatusEffectsSystem>();
var time = Time;
if (args is EntityEffectReagentArgs reagentArgs)
time *= reagentArgs.Scale.Float();
var duration = TimeSpan.FromSeconds(time);
switch (Type)
{
case StatusEffectMetabolismType.Add:
if (Refresh)
statusSys.TryUpdateStatusEffectDuration(args.TargetEntity, EffectProto, duration);
else
statusSys.TryAddStatusEffectDuration(args.TargetEntity, EffectProto, duration);
break;
case StatusEffectMetabolismType.Remove:
statusSys.TryAddTime(args.TargetEntity, EffectProto, -duration);
break;
case StatusEffectMetabolismType.Set:
statusSys.TrySetStatusEffectDuration(args.TargetEntity, EffectProto, duration);
break;
}
}
/// <inheritdoc />
protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString(
"reagent-effect-guidebook-status-effect",
("chance", Probability),
("type", Type),
("time", Time),
("key", prototype.Index(EffectProto).Name)
);
}