* Alert autoremove v0 * Code cleanup and timing * comment * Tritium, code compression * not resolving manually * reduced lookups, new comp * fix-fix yes * use RemCompDeferred, handle OnUnpaused * missed a todo * entitysystem resolve * remove unnecessary component updates * remove AlertState from comp, move EntityUnpausedEvent actions to AlertStateComponent's Timespan * Code cleanup * comments * combines AutoRemove input into Clear * minor logic adjustment that does not really change anything but is less ambiguous
60 lines
1.9 KiB
C#
60 lines
1.9 KiB
C#
using Content.Shared.Alert;
|
|
using Content.Shared.Chemistry.Reagent;
|
|
using Robust.Shared.Prototypes;
|
|
using Robust.Shared.Timing;
|
|
|
|
namespace Content.Server.Chemistry.ReagentEffects;
|
|
|
|
public sealed partial class AdjustAlert : ReagentEffect
|
|
{
|
|
/// <summary>
|
|
/// The specific Alert that will be adjusted
|
|
/// </summary>
|
|
[DataField("alertType", required: true)]
|
|
public AlertType Type;
|
|
|
|
/// <summary>
|
|
/// If true, the alert is removed after Time seconds. If Time was not specified the alert is removed immediately.
|
|
/// </summary>
|
|
[DataField]
|
|
public bool Clear;
|
|
|
|
/// <summary>
|
|
/// Visually display cooldown progress over the alert icon.
|
|
/// </summary>
|
|
[DataField]
|
|
public bool ShowCooldown;
|
|
|
|
/// <summary>
|
|
/// The length of the cooldown or delay before removing the alert (in seconds).
|
|
/// </summary>
|
|
[DataField]
|
|
public float Time;
|
|
|
|
//JUSTIFICATION: This just changes some visuals, doesn't need to be documented.
|
|
protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys) => null;
|
|
|
|
public override void Effect(ReagentEffectArgs args)
|
|
{
|
|
var alertSys = args.EntityManager.EntitySysManager.GetEntitySystem<AlertsSystem>();
|
|
if (!args.EntityManager.HasComponent<AlertsComponent>(args.SolutionEntity))
|
|
return;
|
|
|
|
if (Clear && Time <= 0)
|
|
{
|
|
alertSys.ClearAlert(args.SolutionEntity, Type);
|
|
}
|
|
else
|
|
{
|
|
var timing = IoCManager.Resolve<IGameTiming>();
|
|
(TimeSpan, TimeSpan)? cooldown = null;
|
|
|
|
if ((ShowCooldown || Clear) && Time > 0)
|
|
cooldown = (timing.CurTime, timing.CurTime + TimeSpan.FromSeconds(Time));
|
|
|
|
alertSys.ShowAlert(args.SolutionEntity, Type, cooldown: cooldown, autoRemove: Clear, showCooldown: ShowCooldown);
|
|
}
|
|
|
|
}
|
|
}
|