Files
tbd-station-14/Content.Shared/EntityEffects/Effects/AdjustAlertEntityEffectSystem.cs
Princess Cheeseballs 4059c29ebc Entity effects ECS refactor (#40580)
* 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>
2025-10-12 21:23:42 +00:00

66 lines
2.0 KiB
C#

using Content.Shared.Alert;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
namespace Content.Shared.EntityEffects.Effects;
/// <summary>
/// Adjusts a given alert on this entity.
/// </summary>
/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
public sealed partial class AdjustAlertEntityEffectSysten : EntityEffectSystem<AlertsComponent, AdjustAlert>
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly AlertsSystem _alerts = default!;
protected override void Effect(Entity<AlertsComponent> entity, ref EntityEffectEvent<AdjustAlert> args)
{
var time = args.Effect.Time;
var clear = args.Effect.Clear;
var type = args.Effect.AlertType;
if (clear && time <= TimeSpan.Zero)
{
_alerts.ClearAlert(entity.AsNullable(), type);
}
else
{
(TimeSpan, TimeSpan)? cooldown = null;
if ((args.Effect.ShowCooldown || clear) && args.Effect.Time >= TimeSpan.Zero)
cooldown = (_timing.CurTime, _timing.CurTime + time);
_alerts.ShowAlert(entity.AsNullable(), type, cooldown: cooldown, autoRemove: clear, showCooldown: args.Effect.ShowCooldown);
}
}
}
/// <inheritdoc cref="EntityEffect"/>
public sealed partial class AdjustAlert : EntityEffectBase<AdjustAlert>
{
/// <summary>
/// The specific Alert that will be adjusted
/// </summary>
[DataField(required: true)]
public ProtoId<AlertPrototype> AlertType;
/// <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 TimeSpan Time;
}