* 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>
38 lines
1.5 KiB
C#
38 lines
1.5 KiB
C#
using Robust.Shared.Prototypes;
|
|
|
|
namespace Content.Shared.EntityEffects.Effects.Botany.PlantAttributes;
|
|
|
|
/// <summary>
|
|
/// A type of <see cref="EntityEffectBase{T}"/> which modifies the attribute of a Seed in a PlantHolder.
|
|
/// These are not modified by scale as botany has no concept of scale.
|
|
/// </summary>
|
|
/// <typeparam name="T">The effect inheriting this BaseEffect</typeparam>
|
|
/// <inheritdoc cref="EntityEffect"/>
|
|
public abstract partial class BasePlantAdjustAttribute<T> : EntityEffectBase<T> where T : BasePlantAdjustAttribute<T>
|
|
{
|
|
/// <summary>
|
|
/// How much we're adjusting the given attribute by.
|
|
/// </summary>
|
|
[DataField]
|
|
public float Amount { get; protected set; } = 1;
|
|
|
|
/// <summary>
|
|
/// Localisation key for the name of the adjusted attribute. Used for guidebook descriptions.
|
|
/// </summary>
|
|
[DataField]
|
|
public abstract string GuidebookAttributeName { get; set; }
|
|
|
|
/// <summary>
|
|
/// Whether the attribute in question is a good thing. Used for guidebook descriptions to determine the color of the number.
|
|
/// </summary>
|
|
[DataField]
|
|
public virtual bool GuidebookIsAttributePositive { get; protected set; } = true;
|
|
|
|
public override string? EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys) =>
|
|
Loc.GetString("entity-effect-guidebook-plant-attribute",
|
|
("attribute", Loc.GetString(GuidebookAttributeName)),
|
|
("amount", Amount.ToString("0.00")),
|
|
("positive", GuidebookIsAttributePositive),
|
|
("chance", Probability));
|
|
}
|