* 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>
66 lines
2.0 KiB
C#
66 lines
2.0 KiB
C#
using Content.Shared.Alert;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Shared.EntityEffects.Effects;
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/// <summary>
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/// Adjusts a given alert on this entity.
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/// </summary>
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/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
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public sealed partial class AdjustAlertEntityEffectSysten : EntityEffectSystem<AlertsComponent, AdjustAlert>
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly AlertsSystem _alerts = default!;
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protected override void Effect(Entity<AlertsComponent> entity, ref EntityEffectEvent<AdjustAlert> args)
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{
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var time = args.Effect.Time;
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var clear = args.Effect.Clear;
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var type = args.Effect.AlertType;
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if (clear && time <= TimeSpan.Zero)
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{
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_alerts.ClearAlert(entity.AsNullable(), type);
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}
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else
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{
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(TimeSpan, TimeSpan)? cooldown = null;
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if ((args.Effect.ShowCooldown || clear) && args.Effect.Time >= TimeSpan.Zero)
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cooldown = (_timing.CurTime, _timing.CurTime + time);
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_alerts.ShowAlert(entity.AsNullable(), type, cooldown: cooldown, autoRemove: clear, showCooldown: args.Effect.ShowCooldown);
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}
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}
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}
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/// <inheritdoc cref="EntityEffect"/>
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public sealed partial class AdjustAlert : EntityEffectBase<AdjustAlert>
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{
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/// <summary>
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/// The specific Alert that will be adjusted
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/// </summary>
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[DataField(required: true)]
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public ProtoId<AlertPrototype> AlertType;
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/// <summary>
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/// If true, the alert is removed after Time seconds. If Time was not specified the alert is removed immediately.
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/// </summary>
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[DataField]
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public bool Clear;
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/// <summary>
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/// Visually display cooldown progress over the alert icon.
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/// </summary>
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[DataField]
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public bool ShowCooldown;
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/// <summary>
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/// The length of the cooldown or delay before removing the alert (in seconds).
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/// </summary>
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[DataField]
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public TimeSpan Time;
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}
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