241 lines
8.1 KiB
C#
241 lines
8.1 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Alert;
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using Content.Shared.StatusEffectNew.Components;
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using Content.Shared.Whitelist;
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using Robust.Shared.GameStates;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Shared.StatusEffectNew;
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/// <summary>
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/// This system controls status effects, their lifetime, and provides an API for adding them to entities,
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/// removing them from entities, or getting information about current effects on entities.
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/// </summary>
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public abstract partial class SharedStatusEffectsSystem : EntitySystem
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{
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[Dependency] private readonly AlertsSystem _alerts = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly SharedTransformSystem _transform = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelist = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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[Dependency] private readonly IComponentFactory _compFactory = default!;
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[Dependency] private readonly INetManager _net = default!;
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private EntityQuery<StatusEffectContainerComponent> _containerQuery;
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private EntityQuery<StatusEffectComponent> _effectQuery;
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public override void Initialize()
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{
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base.Initialize();
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InitializeRelay();
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SubscribeLocalEvent<StatusEffectComponent, StatusEffectAppliedEvent>(OnStatusEffectApplied);
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SubscribeLocalEvent<StatusEffectComponent, StatusEffectRemovedEvent>(OnStatusEffectRemoved);
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SubscribeLocalEvent<StatusEffectContainerComponent, ComponentGetState>(OnGetState);
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_containerQuery = GetEntityQuery<StatusEffectContainerComponent>();
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_effectQuery = GetEntityQuery<StatusEffectComponent>();
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}
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private void OnGetState(Entity<StatusEffectContainerComponent> ent, ref ComponentGetState args)
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{
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args.State = new StatusEffectContainerComponentState(GetNetEntitySet(ent.Comp.ActiveStatusEffects));
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var query = EntityQueryEnumerator<StatusEffectComponent>();
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while (query.MoveNext(out var ent, out var effect))
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{
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if (effect.EndEffectTime is null)
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continue;
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if (!(_timing.CurTime >= effect.EndEffectTime))
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continue;
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if (effect.AppliedTo is null)
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continue;
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var meta = MetaData(ent);
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if (meta.EntityPrototype is null)
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continue;
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TryRemoveStatusEffect(effect.AppliedTo.Value, meta.EntityPrototype);
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}
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}
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private void AddStatusEffectTime(EntityUid effect, TimeSpan delta)
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{
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if (!_effectQuery.TryComp(effect, out var effectComp))
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return;
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effectComp.EndEffectTime += delta;
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Dirty(effect, effectComp);
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ShowAlertIfNeeded(effectComp);
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}
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private void SetStatusEffectTime(EntityUid effect, TimeSpan? duration)
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{
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if (!_effectQuery.TryComp(effect, out var effectComp))
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return;
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if (duration is null)
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{
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if(effectComp.EndEffectTime is null)
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return;
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effectComp.EndEffectTime = null;
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}
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else
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effectComp.EndEffectTime = _timing.CurTime + duration;
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Dirty(effect, effectComp);
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ShowAlertIfNeeded(effectComp);
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}
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private void UpdateStatusEffectTime(EntityUid effect, TimeSpan? duration)
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{
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if (!_effectQuery.TryComp(effect, out var effectComp))
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return;
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// It's already infinitely long
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if (effectComp.EndEffectTime is null)
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return;
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if (duration is null)
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effectComp.EndEffectTime = null;
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else
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{
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var newEndTime = _timing.CurTime + duration;
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if (effectComp.EndEffectTime >= newEndTime)
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return;
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effectComp.EndEffectTime = newEndTime;
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}
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Dirty(effect, effectComp);
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ShowAlertIfNeeded(effectComp);
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}
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private void OnStatusEffectApplied(Entity<StatusEffectComponent> ent, ref StatusEffectAppliedEvent args)
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{
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StatusEffectComponent statusEffect = ent;
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ShowAlertIfNeeded(statusEffect);
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}
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private void OnStatusEffectRemoved(Entity<StatusEffectComponent> ent, ref StatusEffectRemovedEvent args)
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{
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if (ent.Comp.AppliedTo is null)
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return;
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if (ent.Comp is { AppliedTo: not null, Alert: not null })
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_alerts.ClearAlert(ent.Comp.AppliedTo.Value, ent.Comp.Alert.Value);
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}
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private bool CanAddStatusEffect(EntityUid uid, EntProtoId effectProto)
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{
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if (!_proto.TryIndex(effectProto, out var effectProtoData))
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return false;
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if (!effectProtoData.TryGetComponent<StatusEffectComponent>(out var effectProtoComp, _compFactory))
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return false;
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if (!_whitelist.CheckBoth(uid, effectProtoComp.Blacklist, effectProtoComp.Whitelist))
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return false;
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var ev = new BeforeStatusEffectAddedEvent(effectProto);
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RaiseLocalEvent(uid, ref ev);
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if (ev.Cancelled)
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return false;
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return true;
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}
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/// <summary>
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/// Attempts to add a status effect to the specified entity. Returns True if the effect is added, does not check if one
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/// already exists as it's intended to be called after a check for an existing effect has already failed.
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/// </summary>
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/// <param name="target">The target entity to which the effect should be added.</param>
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/// <param name="effectProto">ProtoId of the status effect entity. Make sure it has StatusEffectComponent on it.</param>
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/// <param name="duration">Duration of status effect. Leave null and the effect will be permanent until it is removed using <c>TryRemoveStatusEffect</c>.</param>
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/// <param name="statusEffect">The EntityUid of the status effect we have just created or null if we couldn't create one.</param>
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private bool TryAddStatusEffect(
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EntityUid target,
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EntProtoId effectProto,
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[NotNullWhen(true)] out EntityUid? statusEffect,
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TimeSpan? duration = null
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)
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{
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statusEffect = null;
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if (!CanAddStatusEffect(target, effectProto))
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return false;
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var container = EnsureComp<StatusEffectContainerComponent>(target);
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//And only if all checks passed we spawn the effect
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var effect = PredictedSpawnAttachedTo(effectProto, Transform(target).Coordinates);
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_transform.SetParent(effect, target);
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if (!_effectQuery.TryComp(effect, out var effectComp))
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return false;
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statusEffect = effect;
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if (duration != null)
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effectComp.EndEffectTime = _timing.CurTime + duration;
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container.ActiveStatusEffects.Add(effect);
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effectComp.AppliedTo = target;
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Dirty(target, container);
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Dirty(effect, effectComp);
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var ev = new StatusEffectAppliedEvent(target);
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RaiseLocalEvent(effect, ref ev);
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return true;
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}
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private void ShowAlertIfNeeded(StatusEffectComponent effectComp)
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{
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if (effectComp is { AppliedTo: not null, Alert: not null })
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{
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(TimeSpan, TimeSpan)? cooldown = effectComp.EndEffectTime is null
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? null
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: (_timing.CurTime, effectComp.EndEffectTime.Value);
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_alerts.ShowAlert(
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effectComp.AppliedTo.Value,
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effectComp.Alert.Value,
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cooldown: cooldown
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);
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}
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}
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}
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/// <summary>
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/// Calls on effect entity, when a status effect is applied.
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/// </summary>
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[ByRefEvent]
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public readonly record struct StatusEffectAppliedEvent(EntityUid Target);
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/// <summary>
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/// Calls on effect entity, when a status effect is removed.
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/// </summary>
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[ByRefEvent]
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public readonly record struct StatusEffectRemovedEvent(EntityUid Target);
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/// <summary>
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/// Raised on an entity before a status effect is added to determine if adding it should be cancelled.
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/// </summary>
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[ByRefEvent]
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public record struct BeforeStatusEffectAddedEvent(EntProtoId Effect, bool Cancelled = false);
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