* 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>
44 lines
1.6 KiB
C#
44 lines
1.6 KiB
C#
using Content.Shared.Body.Components;
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using Content.Shared.Body.Systems;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects.Body;
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/// <summary>
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/// Removes a given amount of chemicals from the bloodstream modified by scale.
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/// Optionally ignores a given chemical.
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/// </summary>
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/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
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public sealed partial class CleanBloodstreamEntityEffectSystem : EntityEffectSystem<BloodstreamComponent, CleanBloodstream>
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{
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[Dependency] private readonly SharedBloodstreamSystem _bloodstream = default!;
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protected override void Effect(Entity<BloodstreamComponent> entity, ref EntityEffectEvent<CleanBloodstream> args)
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{
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var scale = args.Scale * args.Effect.CleanseRate;
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_bloodstream.FlushChemicals((entity, entity), args.Effect.Excluded, scale);
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}
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}
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/// <inheritdoc cref="EntityEffect"/>
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public sealed partial class CleanBloodstream : EntityEffectBase<CleanBloodstream>
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{
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/// <summary>
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/// Amount of reagent we're cleaning out of our bloodstream.
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/// </summary>
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[DataField]
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public FixedPoint2 CleanseRate = 3.0f;
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/// <summary>
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/// An optional chemical to ignore when doing removal.
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/// </summary>
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[DataField]
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public ProtoId<ReagentPrototype>? Excluded;
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public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString("entity-effect-guidebook-clean-bloodstream", ("chance", Probability));
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}
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