* 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>
65 lines
2.5 KiB
C#
65 lines
2.5 KiB
C#
using Content.Shared.StatusEffect;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects.StatusEffects;
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/// <summary>
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/// Applies a Generic Status Effect to this entity, which is a timed Component.
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/// The amount of time the Component is applied is modified by scale.
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/// </summary>
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/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
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[Obsolete("Use ModifyStatusEffect instead")]
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public sealed partial class GenericStatusEffectEntityEffectSystem : EntityEffectSystem<MetaDataComponent, GenericStatusEffect>
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{
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[Dependency] private readonly StatusEffectsSystem _status = default!;
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protected override void Effect(Entity<MetaDataComponent> entity, ref EntityEffectEvent<GenericStatusEffect> args)
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{
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var time = args.Effect.Time * args.Scale;
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switch (args.Effect.Type)
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{
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case StatusEffectMetabolismType.Update:
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if (args.Effect.Component != String.Empty)
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_status.TryAddStatusEffect(entity, args.Effect.Key, time, true, args.Effect.Component);
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break;
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case StatusEffectMetabolismType.Add:
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if (args.Effect.Component != String.Empty)
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_status.TryAddStatusEffect(entity, args.Effect.Key, time, false, args.Effect.Component);
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break;
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case StatusEffectMetabolismType.Remove:
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_status.TryRemoveTime(entity, args.Effect.Key, time);
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break;
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case StatusEffectMetabolismType.Set:
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_status.TrySetTime(entity, args.Effect.Key, time);
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break;
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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 GenericStatusEffect : EntityEffectBase<GenericStatusEffect>
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{
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[DataField(required: true)]
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public string Key = default!;
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[DataField]
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public string Component = String.Empty;
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[DataField]
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public TimeSpan Time = TimeSpan.FromSeconds(2f);
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/// <summary>
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/// Should this effect add the status effect, remove time from it, or set its cooldown?
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/// </summary>
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[DataField]
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public StatusEffectMetabolismType Type = StatusEffectMetabolismType.Update;
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public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys) => Loc.GetString(
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"entity-effect-guidebook-status-effect-old",
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("chance", Probability),
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("type", Type),
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("time", Time.TotalSeconds),
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("key", $"entity-effect-status-effect-{Key}"));
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}
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