* im good at atomizing. welcome to half-finished chem guides. * wagh * e * save work * aa * woweee UI * finishing the last of it * don't actually update the engine :( --------- Co-authored-by: moonheart08 <moonheart08@users.noreply.github.com>
77 lines
2.6 KiB
C#
77 lines
2.6 KiB
C#
using Content.Shared.Chemistry.Reagent;
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using Content.Shared.StatusEffect;
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using JetBrains.Annotations;
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using Robust.Shared.Prototypes;
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namespace Content.Server.Chemistry.ReagentEffects.StatusEffects
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{
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/// <summary>
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/// Adds a generic status effect to the entity,
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/// not worrying about things like how to affect the time it lasts for
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/// or component fields or anything. Just adds a component to an entity
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/// for a given time. Easy.
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/// </summary>
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/// <remarks>
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/// Can be used for things like adding accents or something. I don't know. Go wild.
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/// </remarks>
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[UsedImplicitly]
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public sealed class GenericStatusEffect : ReagentEffect
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{
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[DataField("key", required: true)]
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public string Key = default!;
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[DataField("component")]
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public string Component = String.Empty;
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[DataField("time")]
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public float Time = 2.0f;
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/// <remarks>
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/// true - refresh status effect time, false - accumulate status effect time
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/// </remarks>
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[DataField("refresh")]
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public bool Refresh = true;
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/// <summary>
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/// Should this effect add the status effect, remove time from it, or set its cooldown?
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/// </summary>
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[DataField("type")]
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public StatusEffectMetabolismType Type = StatusEffectMetabolismType.Add;
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public override void Effect(ReagentEffectArgs args)
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{
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var statusSys = args.EntityManager.EntitySysManager.GetEntitySystem<StatusEffectsSystem>();
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var time = Time;
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time *= args.Scale;
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if (Type == StatusEffectMetabolismType.Add && Component != String.Empty)
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{
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statusSys.TryAddStatusEffect(args.SolutionEntity, Key, TimeSpan.FromSeconds(time), Refresh, Component);
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}
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else if (Type == StatusEffectMetabolismType.Remove)
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{
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statusSys.TryRemoveTime(args.SolutionEntity, Key, TimeSpan.FromSeconds(time));
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}
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else if (Type == StatusEffectMetabolismType.Set)
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{
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statusSys.TrySetTime(args.SolutionEntity, Key, TimeSpan.FromSeconds(time));
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}
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}
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protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys) => Loc.GetString(
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"reagent-effect-guidebook-status-effect",
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("chance", Probability),
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("type", Type),
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("time", Time),
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("key", $"reagent-effect-status-effect-{Key}"));
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}
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public enum StatusEffectMetabolismType
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{
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Add,
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Remove,
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Set
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}
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}
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