* LOCKED THE FUCK IN * Forgot this little fella * Crying * All entity effects ported, needs cleanup still * Commit * HEHEHEHAW * Shelve for now * fixe * Big * First big chunk of changes * Big if true * Commit * IT BUILDS!!! * Fix LINTER fails * Cleanup * Scale working, cut down on some evil code * Delete old Entity Effects * Accidentally breaking shit by fixing bugs * Fix a bunch of effects not working * Fix reagent thresholds * Update damage * Wait don't change the gas metabolisms A * Cleanup * more fixes * Eh * Misc fixes and jank * Remove two things, add bullshit, change condition to inverted * Remove unused "Shared" system structure * Namespace fix * merge conflicts/cleanup * More fixes * Guidebook text begins * Shelve * Push * More shit to push * Fix * Fix merg conflicts * BLOOD FOR THE BLOOD GOD!!! * Mild cleanup and lists * Fix localization and comments * Shuffle localization around a bit. * All done? * Nearly everything * Is this the end? * Whoops forgot to remove that TODO * Get rid of some warnings for good measure... * It's done * Should make those virtual in case we want to override them tbqh... * Update Content.Shared/EntityEffects/Effects/Botany/PlantAttributes/PlantDestroySeeds.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Fix test fails real * Add to codeowners * Documentation to everything * Forgot to push whoops * Standardize Condition names * Fix up metabolism a little as a treat * review * add IsServer checks --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
73 lines
2.8 KiB
C#
73 lines
2.8 KiB
C#
using Content.Shared.Popups;
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using Content.Shared.Xenoarchaeology.Artifact;
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using Content.Shared.Xenoarchaeology.Artifact.Components;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects;
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/// <summary>
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/// Restores durability on this artifact
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/// </summary>
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/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
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public sealed partial class ArtifactDurabilityRestoreEntityEffectsSystem : EntityEffectSystem<XenoArtifactComponent, ArtifactDurabilityRestore>
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{
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[Dependency] private readonly SharedXenoArtifactSystem _xenoArtifact = default!;
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protected override void Effect(Entity<XenoArtifactComponent> entity, ref EntityEffectEvent<ArtifactDurabilityRestore> args)
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{
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var durability = args.Effect.RestoredDurability;
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foreach (var node in _xenoArtifact.GetActiveNodes(entity))
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{
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_xenoArtifact.AdjustNodeDurability(node.Owner, durability);
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}
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}
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}
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/// <summary>
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/// Unlocks a node on this artifact. Only works this effect hasn't been applied before.
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/// </summary>
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/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
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public sealed partial class ArtifactUnlockEntityEffectSystem : EntityEffectSystem<XenoArtifactComponent, ArtifactUnlock>
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{
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedXenoArtifactSystem _xenoArtifact = default!;
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protected override void Effect(Entity<XenoArtifactComponent> entity, ref EntityEffectEvent<ArtifactUnlock> args)
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{
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if (EnsureComp<XenoArtifactUnlockingComponent>(entity, out var unlocking))
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{
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if (unlocking.ArtifexiumApplied)
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return;
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_popup.PopupEntity(Loc.GetString("artifact-activation-artifexium"), entity, PopupType.Medium);
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}
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else
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{
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_xenoArtifact.TriggerXenoArtifact(entity, null, force: true);
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}
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_xenoArtifact.SetArtifexiumApplied((entity, unlocking), true);
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}
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}
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/// <inheritdoc cref="EntityEffect"/>
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public sealed partial class ArtifactDurabilityRestore : EntityEffectBase<ArtifactDurabilityRestore>
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{
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/// <summary>
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/// Amount of durability that will be restored per effect interaction.
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/// </summary>
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[DataField]
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public int RestoredDurability = 1;
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public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys) =>
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Loc.GetString("entity-effect-guidebook-artifact-durability-restore", ("restored", RestoredDurability));
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}
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/// <inheritdoc cref="EntityEffect"/>
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public sealed partial class ArtifactUnlock : EntityEffectBase<ArtifactUnlock>
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{
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public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys) =>
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Loc.GetString("entity-effect-guidebook-artifact-unlock", ("chance", Probability));
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}
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