Files
tbd-station-14/Content.Shared/Damage/Systems/SharedGodmodeSystem.cs
Red 78a94730be New status effect system (#37238)
* spectra

* documentation

* added into liquid anomaly

* Update TemporaryStealthComponent.cs

* Update TemporaryStealthComponent.cs

* integrated

* new system

* mark old status effect system as obsolete

* ForcedSleeping new status effect

* work with reagents

* networking???

* Revert "integrated"

This reverts commit bca02b82bae18ae131af593d7eb86e6de2745157.

* Revert "Update TemporaryStealthComponent.cs"

This reverts commit 4a5be8c4b704a0d1ff9544b2e245d8b2701ec580.

* Revert "Update TemporaryStealthComponent.cs"

This reverts commit a4875bcb41347638854bd723d96a51c3e6d38034.

* Revert "added into liquid anomaly"

This reverts commit df5086b14bb35f1467158a36807c0f2163a16d99.

* Revert "documentation"

This reverts commit 3629b9466758cbdfa4dd5e67ece122fa2f181138.

* Revert "spectra"

This reverts commit 2d03d88c16d16ad6831c19a7921b84600daeb284.

* drowsiness status effect remove

* reagents work

* polish, remove test changes

* first Fildrance review part

* Update misc.yml

* more fildrance review

* final part

* fix trailing spaces

* sleeping status effect

* drowsiness status effect

* Create ModifyStatusEffect.cs

* some tweak

* Yay!!! Manual networking

* minor nitpick

* oopsie

* refactor: xml-docs, notnullwhen attributes, whitespaces

* fildrance and emo review

* refactor: simplify check in SharedStatusEffectsSystem by using pattern matching, TryEffectsWithComp now returns set of Entity<T, StatusEffectComponent>

---------

Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
2025-06-25 07:41:35 -04:00

93 lines
2.9 KiB
C#

using Content.Shared.Damage.Components;
using Content.Shared.Damage.Events;
using Content.Shared.Destructible;
using Content.Shared.Rejuvenate;
using Content.Shared.Slippery;
using Content.Shared.StatusEffectNew;
namespace Content.Shared.Damage.Systems;
public abstract class SharedGodmodeSystem : EntitySystem
{
[Dependency] private readonly DamageableSystem _damageable = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<GodmodeComponent, BeforeDamageChangedEvent>(OnBeforeDamageChanged);
SubscribeLocalEvent<GodmodeComponent, BeforeStatusEffectAddedEvent>(OnBeforeStatusEffect);
SubscribeLocalEvent<GodmodeComponent, BeforeStaminaDamageEvent>(OnBeforeStaminaDamage);
SubscribeLocalEvent<GodmodeComponent, SlipAttemptEvent>(OnSlipAttempt);
SubscribeLocalEvent<GodmodeComponent, DestructionAttemptEvent>(OnDestruction);
}
private void OnSlipAttempt(EntityUid uid, GodmodeComponent component, SlipAttemptEvent args)
{
args.NoSlip = true;
}
private void OnBeforeDamageChanged(EntityUid uid, GodmodeComponent component, ref BeforeDamageChangedEvent args)
{
args.Cancelled = true;
}
private void OnBeforeStatusEffect(EntityUid uid, GodmodeComponent component, ref BeforeStatusEffectAddedEvent args)
{
args.Cancelled = true;
}
private void OnBeforeStaminaDamage(EntityUid uid, GodmodeComponent component, ref BeforeStaminaDamageEvent args)
{
args.Cancelled = true;
}
private void OnDestruction(Entity<GodmodeComponent> ent, ref DestructionAttemptEvent args)
{
args.Cancel();
}
public virtual void EnableGodmode(EntityUid uid, GodmodeComponent? godmode = null)
{
godmode ??= EnsureComp<GodmodeComponent>(uid);
if (TryComp<DamageableComponent>(uid, out var damageable))
{
godmode.OldDamage = new DamageSpecifier(damageable.Damage);
}
// Rejuv to cover other stuff
RaiseLocalEvent(uid, new RejuvenateEvent());
}
public virtual void DisableGodmode(EntityUid uid, GodmodeComponent? godmode = null)
{
if (!Resolve(uid, ref godmode, false))
return;
if (TryComp<DamageableComponent>(uid, out var damageable) && godmode.OldDamage != null)
{
_damageable.SetDamage(uid, damageable, godmode.OldDamage);
}
RemComp<GodmodeComponent>(uid);
}
/// <summary>
/// Toggles godmode for a given entity.
/// </summary>
/// <param name="uid">The entity to toggle godmode for.</param>
/// <returns>true if enabled, false if disabled.</returns>
public bool ToggleGodmode(EntityUid uid)
{
if (TryComp<GodmodeComponent>(uid, out var godmode))
{
DisableGodmode(uid, godmode);
return false;
}
EnableGodmode(uid, godmode);
return true;
}
}