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

65 lines
2.5 KiB
C#

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