Files
tbd-station-14/Content.Shared/EntityEffects/Effects/EntitySpawning/SpawnEntityInInventoryEntityEffectSystem.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

36 lines
1.3 KiB
C#

using Content.Shared.Inventory;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects.EntitySpawning;
/// <summary>
/// Spawns an entity of a given prototype in a specified inventory slot owned by this entity.
/// Fails if it cannot spawn the entity in the given slot.
/// </summary>
/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
public sealed partial class SpawnEntityInInventoryEntityEffectSystem : EntityEffectSystem<InventoryComponent, SpawnEntityInInventory>
{
[Dependency] private readonly InventorySystem _inventory = default!;
protected override void Effect(Entity<InventoryComponent> entity, ref EntityEffectEvent<SpawnEntityInInventory> args)
{
_inventory.SpawnItemInSlot(entity, args.Effect.Slot, args.Effect.Entity);
}
}
/// <inheritdoc cref="EntityEffect"/>
public sealed partial class SpawnEntityInInventory : EntityEffectBase<SpawnEntityInInventory>
{
/// <summary>
/// Name of the slot we're spawning the item into.
/// </summary>
[DataField(required: true)]
public string Slot = string.Empty; // Rider is drunk and keeps yelling at me to fill this out or make required: true but, it is required true so it's just being an asshole.
/// <summary>
/// Prototype ID of item to spawn.
/// </summary>
[DataField(required: true)]
public EntProtoId Entity;
}