Files
tbd-station-14/Content.Shared/EntityEffects/Effects/StatusEffects/ElectrocuteEntityEffectSystem.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

52 lines
2.0 KiB
C#

using Content.Shared.Electrocution;
using Content.Shared.StatusEffect;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects.StatusEffects;
// TODO: When Electrocution is moved to new Status, make this use StatusEffectsContainerComponent.
/// <summary>
/// Electrocutes this entity for a given amount of damage and time.
/// The shock damage applied by this effect is modified by scale.
/// </summary>
/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
public sealed partial class ElectrocuteEntityEffectSystem : EntityEffectSystem<StatusEffectsComponent, Electrocute>
{
[Dependency] private readonly SharedElectrocutionSystem _electrocution = default!;
// TODO: When electrocution is new status, change this to new status
protected override void Effect(Entity<StatusEffectsComponent> entity, ref EntityEffectEvent<Electrocute> args)
{
var effect = args.Effect;
_electrocution.TryDoElectrocution(entity, null, (int)(args.Scale * effect.ShockDamage), effect.ElectrocuteTime, effect.Refresh, ignoreInsulation: effect.BypassInsulation);
}
}
/// <inheritdoc cref="EntityEffect"/>
public sealed partial class Electrocute : EntityEffectBase<Electrocute>
{
/// <summary>
/// Time we electrocute this entity
/// </summary>
[DataField] public TimeSpan ElectrocuteTime = TimeSpan.FromSeconds(2);
/// <summary>
/// Shock damage we apply to the entity.
/// </summary>
[DataField] public int ShockDamage = 5;
/// <summary>
/// Do we refresh the duration? Or add more duration if it already exists.
/// </summary>
[DataField] public bool Refresh = true;
/// <summary>
/// Should we by bypassing insulation?
/// </summary>
[DataField] public bool BypassInsulation = true;
public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString("entity-effect-guidebook-electrocute", ("chance", Probability), ("time", ElectrocuteTime.TotalSeconds));
}