Files
tbd-station-14/Content.Shared/StatusEffectNew/Components/StatusEffectComponent.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

48 lines
1.7 KiB
C#

using Content.Shared.Alert;
using Content.Shared.Whitelist;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
namespace Content.Shared.StatusEffectNew.Components;
/// <summary>
/// Marker component for all status effects - every status effect entity should have it.
/// Provides a link between the effect and the affected entity, and some data common to all status effects.
/// </summary>
[RegisterComponent, NetworkedComponent, AutoGenerateComponentState, AutoGenerateComponentPause]
[Access(typeof(SharedStatusEffectsSystem))]
[EntityCategory("StatusEffects")]
public sealed partial class StatusEffectComponent : Component
{
/// <summary>
/// The entity that this status effect is applied to.
/// </summary>
[DataField, AutoNetworkedField]
public EntityUid? AppliedTo;
/// <summary>
/// Status effect indication for the player. If Null, no Alert will be displayed.
/// </summary>
[DataField]
public ProtoId<AlertPrototype>? Alert;
/// <summary>
/// When this effect will end. If Null, the effect lasts indefinitely.
/// </summary>
[DataField(customTypeSerializer: typeof(TimeOffsetSerializer)), AutoPausedField, AutoNetworkedField]
public TimeSpan? EndEffectTime;
/// <summary>
/// Whitelist, by which it is determined whether this status effect can be imposed on a particular entity.
/// </summary>
[DataField]
public EntityWhitelist? Whitelist;
/// <summary>
/// Blacklist, by which it is determined whether this status effect can be imposed on a particular entity.
/// </summary>
[DataField]
public EntityWhitelist? Blacklist;
}