* Move entity effects to shared * relocate spawning to server * Generic version of EntityEffect for just raising event. * genericise everything * oops forgot to push you * some condensation * finish rebas * unwhite the space * oops forgot nuke * bad rebase fix * useless annotations begone --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com>
32 lines
1.0 KiB
C#
32 lines
1.0 KiB
C#
using Content.Shared.Body.Components;
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using Content.Shared.EntityEffects;
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using Robust.Shared.Prototypes;
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namespace Content.Server.EntityEffects.EffectConditions;
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/// <summary>
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/// Condition for if the entity is or isn't wearing internals.
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/// </summary>
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public sealed partial class Internals : EntityEffectCondition
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{
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/// <summary>
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/// To pass, the entity's internals must have this same state.
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/// </summary>
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[DataField]
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public bool UsingInternals = true;
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public override bool Condition(EntityEffectBaseArgs args)
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{
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if (!args.EntityManager.TryGetComponent(args.TargetEntity, out InternalsComponent? internalsComp))
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return !UsingInternals; // They have no internals to wear.
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var internalsState = internalsComp.GasTankEntity == null;
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return UsingInternals == internalsState;
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}
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public override string GuidebookExplanation(IPrototypeManager prototype)
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{
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return Loc.GetString("reagent-effect-condition-guidebook-internals", ("usingInternals", UsingInternals));
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}
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}
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