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