* 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>
67 lines
2.2 KiB
C#
67 lines
2.2 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, 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();
|
|
|
|
switch (Type)
|
|
{
|
|
case StatusEffectMetabolismType.Add:
|
|
statusSys.TryAddStatusEffect(args.TargetEntity, EffectProto, TimeSpan.FromSeconds(time), Refresh);
|
|
break;
|
|
case StatusEffectMetabolismType.Remove:
|
|
statusSys.TryAddTime(args.TargetEntity, EffectProto, -TimeSpan.FromSeconds(time));
|
|
break;
|
|
case StatusEffectMetabolismType.Set:
|
|
statusSys.TrySetTime(args.TargetEntity, EffectProto, TimeSpan.FromSeconds(time));
|
|
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)
|
|
);
|
|
}
|