Files
tbd-station-14/Content.Shared/EntityEffects/Effects/Solution/SolutionTemperatureEntityEffectsSystem.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

146 lines
5.3 KiB
C#

using Content.Shared.Chemistry.Components;
using Content.Shared.Chemistry.EntitySystems;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects.Solution;
// TODO: Energy conservation!!! Once HeatContainers are merged nuke this and everything in SolutionContainerSystem to respect energy conservation!
/// <summary>
/// Sets the temperature of this solution to a fixed value.
/// </summary>
/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
public sealed class SetSolutionTemperatureEntityEffectSystem : EntityEffectSystem<SolutionComponent, SetSolutionTemperature>
{
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainer = default!;
protected override void Effect(Entity<SolutionComponent> entity, ref EntityEffectEvent<SetSolutionTemperature> args)
{
_solutionContainer.SetTemperature(entity, args.Effect.Temperature);
}
}
/// <inheritdoc cref="EntityEffect"/>
public sealed partial class SetSolutionTemperature : EntityEffectBase<SetSolutionTemperature>
{
/// <summary>
/// The temperature to set the solution to.
/// </summary>
[DataField(required: true)]
public float Temperature;
public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString("entity-effect-guidebook-set-solution-temperature-effect",
("chance", Probability),
("temperature", Temperature));
}
/// <summary>
/// Adjusts the temperature of this solution by a given amount.
/// The temperature adjustment is modified by scale.
/// </summary>
/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
public sealed class AdjustSolutionTemperatureEntityEffectSystem : EntityEffectSystem<SolutionComponent, AdjustSolutionTemperature>
{
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainer = default!;
protected override void Effect(Entity<SolutionComponent> entity, ref EntityEffectEvent<AdjustSolutionTemperature> args)
{
var solution = entity.Comp.Solution;
var temperature = Math.Clamp(solution.Temperature + args.Scale * args.Effect.Delta, args.Effect.MinTemp, args.Effect.MaxTemp);
_solutionContainer.SetTemperature(entity, temperature);
}
}
/// <inheritdoc cref="EntityEffect"/>
public sealed partial class AdjustSolutionTemperature : EntityEffectBase<AdjustSolutionTemperature>
{
/// <summary>
/// The change in temperature.
/// </summary>
[DataField(required: true)]
public float Delta;
/// <summary>
/// The minimum temperature this effect can reach.
/// </summary>
[DataField]
public float MinTemp;
/// <summary>
/// The maximum temperature this effect can reach.
/// </summary>
[DataField]
public float MaxTemp = float.PositiveInfinity;
public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString("entity-effect-guidebook-adjust-solution-temperature-effect",
("chance", Probability),
("deltasign", MathF.Sign(Delta)),
("mintemp", MinTemp),
("maxtemp", MaxTemp));
}
/// <summary>
/// Adjusts the thermal energy of this solution by a given amount.
/// The energy adjustment is modified by scale.
/// </summary>
/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
public sealed class AdjustSolutionThermalEnergyEntityEffectSystem : EntityEffectSystem<SolutionComponent, AdjustSolutionThermalEnergy>
{
[Dependency] private readonly SharedSolutionContainerSystem _solutionContainer = default!;
protected override void Effect(Entity<SolutionComponent> entity, ref EntityEffectEvent<AdjustSolutionThermalEnergy> args)
{
var solution = entity.Comp.Solution;
var delta = args.Scale * args.Effect.Delta;
// Don't adjust thermal energy if we're already at or above max temperature.
switch (delta)
{
case > 0:
if (solution.Temperature >= args.Effect.MaxTemp)
return;
break;
case < 0:
if (solution.Temperature <= args.Effect.MinTemp)
return;
break;
default:
return;
}
_solutionContainer.AddThermalEnergyClamped(entity, delta, args.Effect.MinTemp, args.Effect.MaxTemp);
}
}
/// <inheritdoc cref="EntityEffect"/>
public sealed partial class AdjustSolutionThermalEnergy : EntityEffectBase<AdjustSolutionThermalEnergy>
{
/// <summary>
/// The change in thermal energy.
/// </summary>
[DataField(required: true)]
public float Delta;
/// <summary>
/// The minimum temperature this effect can reach.
/// </summary>
[DataField]
public float MinTemp;
/// <summary>
/// The maximum temperature this effect can reach.
/// </summary>
[DataField]
public float MaxTemp = float.PositiveInfinity;
public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString("entity-effect-guidebook-adjust-solution-temperature-effect",
("chance", Probability),
("deltasign", MathF.Sign(Delta)),
("mintemp", MinTemp),
("maxtemp", MaxTemp));
}