* 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>
40 lines
1.2 KiB
C#
40 lines
1.2 KiB
C#
using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.EffectConditions;
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/// <summary>
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/// Requires the solution to be above or below a certain temperature.
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/// Used for things like explosives.
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/// </summary>
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public sealed partial class SolutionTemperature : EntityEffectCondition
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{
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[DataField]
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public float Min = 0.0f;
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[DataField]
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public float Max = float.PositiveInfinity;
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public override bool Condition(EntityEffectBaseArgs args)
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{
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if (args is EntityEffectReagentArgs reagentArgs)
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{
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if (reagentArgs.Source == null)
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return false;
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if (reagentArgs.Source.Temperature < Min)
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return false;
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if (reagentArgs.Source.Temperature > Max)
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return false;
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return true;
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}
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// TODO: Someone needs to figure out how to do this for non-reagent effects.
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throw new NotImplementedException();
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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-solution-temperature",
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("max", float.IsPositiveInfinity(Max) ? (float) int.MaxValue : Max),
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("min", Min));
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}
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}
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