* 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>
60 lines
2.2 KiB
C#
60 lines
2.2 KiB
C#
using Content.Shared.Chemistry.Components.SolutionManager;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reagent;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects.Solution;
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// TODO: This should be removed and changed to an "AbsorbentSolutionComponent"
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/// <summary>
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/// Creates a reagent in a specified solution owned by this entity.
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/// Quantity is modified by scale.
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/// </summary>
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/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
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public sealed class AddReagentToSolutionEntityEffectSystem : EntityEffectSystem<SolutionContainerManagerComponent, AddReagentToSolution>
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{
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[Dependency] private readonly SharedSolutionContainerSystem _solutionContainer = default!;
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protected override void Effect(Entity<SolutionContainerManagerComponent> entity, ref EntityEffectEvent<AddReagentToSolution> args)
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{
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var solution = args.Effect.Solution;
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var reagent = args.Effect.Reagent;
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if (!_solutionContainer.TryGetSolution((entity, entity), solution, out var solutionContainer))
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return;
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_solutionContainer.TryAddReagent(solutionContainer.Value, reagent, args.Scale * args.Effect.StrengthModifier);
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}
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}
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/// <inheritdoc cref="EntityEffect"/>
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public sealed partial class AddReagentToSolution : EntityEffectBase<AddReagentToSolution>
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{
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/// <summary>
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/// Prototype of the reagent we're adding.
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/// </summary>
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[DataField(required: true)]
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public ProtoId<ReagentPrototype> Reagent;
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///<summary>
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/// Solution we're looking for
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/// </summary>
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[DataField(required: true)]
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public string? Solution = "reagents";
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///<summary>
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/// A modifier for how much reagent we're creating.
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/// </summary>
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[DataField]
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public float StrengthModifier = 1.0f;
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public override string? EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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{
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return prototype.Resolve(Reagent, out ReagentPrototype? proto)
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? Loc.GetString("entity-effect-guidebook-add-to-solution-reaction",
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("chance", Probability),
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("reagent", proto.LocalizedName))
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: null;
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}
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}
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