mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-29 23:57:29 +00:00
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146) * Optimize sensor monitoring window graph drawing * Add shared static Vector2 pool for all GraphView instances * Address requested changes * remove lock * Update submodule to 264.0.0 (#38629) * Toy/Plushie Inhands and Wearables (#38514) * Fixed dependency injection and some other issues in a few places. * More issue fixes * patchfor broken NetworkConfiguratorLinkMenu (#38632) fix * Fix solutions flickering when transferring contents (#34838) * Use Solution clones when applying SolutionComponent states * Revert "Use Solution clones when applying SolutionComponent states" This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62. * Make Solution implement ICloneable and rename Clone method. * Copy CanReact value when cloning a Solution * Convert to IRobustCloneable * Fix typos in guidebook: Buisness → Business (#38636) * Fix typo in `MinorAntagonists.xml` Buisness → Business * Fix typo in `YourFirstCharacter.xml` Buisness → Business * Various Headphones Fixes and Tweaks (#38479) * sprites, wearables * neck * icon-on sprite * Cleanup prototype instantiation in `DamageTest` (#38639) Cleanup prototype instantiation in DamageTest * Cleanup prototype instantiation in `ExplosionSystem` (#38642) Cleanup prototype instantiation in ExplosionSystem * AddBodyPartCommand localization. (#38612) commit * fix ItemSlotsSystem debug assert (#38655) * Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536) * Added directional beacons (#38284) * Added directional beacons Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Fixed names Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * Power stat and nuke codes commands get some LEC love. (#38585) * commit * requested changes. * Dsay Dirty and Follow commands converted to LEC and localized. (#38666) * commit * whoopwhoopwhoop * Retro laser sprite fix (#38676) * Fixed everything except the icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fixed icon Signed-off-by: Nox38 <nebulousnox38@gmail.com> --------- Signed-off-by: Nox38 <nebulousnox38@gmail.com> * fix water coolers (#38681) * Monochromacy typo fix (#38686) * fixes the typo * Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504 * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Validate `CloningSettingsPrototype`s (#38688) * Validate CloningSettingsPrototypes * Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Check EventComponents too --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Add test of objective-related console commands (#36400) * Add test of objective add/list/remove commands * Not sure why we're validating test prototypes, but sure * We don't need a map * Improvements and fixups for New Status Effect API (#38660) * Predict healing and bloodstream (#38690) * initial commit * reapply 38126 * fix rootable * someone missed an important minus sign here * try this * fix * fix * reenable crit hits * cleanup * fix status time dirtying * fix * camelCase * Healing and bloodstream prediction fixes. * Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661) * Resolving Wizard Recall on Nuke disk making it impossible to disarm - Adding a DisarmBomb case to nuke status update loop - Changing a few methods and parameters to properly follow formatting standards - Updating some names to follow camelCase * Updating missed tag * Reverting DataField change Should prevent this preventative bugfix being a breaking change. * Switch HSV to the default colorspace for character customization (#38434) * Made HSV default for character editor * Adds/fixes comments to HSV defaulting * Added dropbox fix, potentially cursed * Revert "Added dropbox fix, potentially cursed" This reverts commit a709883366fbee813e839742125e70844672af29. --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Fix: Don't deploy foldables when clicking on items inside containers (#38709) * Fix * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Pressure Relief Valve (#36708) * initial system (this math is probably WRONG) * General code cleanup and OnExamined support (holy moly this code sucks) * UICode and related events foundation TODO: - Actually write the XAML UI and the underlying system - Un-shitcode the entire thing - Actually test everything... * Working UI code TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't. * Remove one TODO for unshitcoding the examine code * Add reminder yea * Make predicted (defenitely isn't) (also defenitely isn't a copypaste from pressure pump code) * It's predicted! TODO: - Give it snazzy predicted visuals! - Have a different field for pressure entry, lest it gets bulldozed every UI update. * Improve gas pressure relief valve UI TODO: Reminder to reduce amount of dirties using deltafields * Implement DirtyField prediction * Entity<T> cleanup A lot of Entity<T> conversions and lukewarm cleanup. Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell. * More cleanup and comments * Remove TODO comment on bulldozing window title * """refactoring""" - Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance. - More Entity<T> conversions because I like them. - Move UI creation handling over entirely to the ActivatableUI system. - Fix a hardcoded locale string (why????). * Add visuals * Revert debugging variable replacememt yea * Revert skissue * Remove unused using directives and remove TODO * Localize, cleanup, document * Fix adminlogging discrepancy * Add ability to construct, add guidebook entry * Clear up comment * Add guidebook tooltip to valve * Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor * Adds more input handling and adds autofill on open * Un-deepfry input validator shitcode Genuinely what was I smoking * improve visuals logic * Refactor again - Update math to the correct implementation - Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs * I'm sorry but I hate warnings * Remove unused using directive in AtmosphereSystem.Gases.cs * Review and cleanup * Lukewarm UI glossup * Maintainer for the upstream project btw * Remove redundant state sets and messy logic * Unduplicate valve updater code * Redo UI (im sorry Slarti) * run tests * Test refactored UI messaging * Second round of UI improvements - God please find a way to improve this system. Feels bad. * Update loop implementation * Further predict UI * Clear up SetToCurrentThreshold * cleanup * Update to master + pipe layers and bug fixes want to run tests * fixes * Deploy rename pipebomb * Documentation and requested changes * Rename the method that wiggled away * Undo rounding changes * Fix comment * Rename and cleanup * Apply suggestions from code review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Fix TextLinkTag (#32203) * Adjust uplink buy button to be under item icon (#38596) * Adjusted uplink buy button to be under item icon * Put the discount subtext under the icon * Indent fixes, added margin --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * Scurrets - Audio Improvements (#38482) * Scurret audio tuning * Add new sfx * Update sneezing sfx * YAML support * Rename a folder * make telesci wreck easier (#37569) rel * Validate `ShaderPrototype` IDs (#38728) * Convert all shader prototype string literals to protoids in overlays * Convert more shader prototype literal strings to protoids * Convert ValidatePrototypeId to ProtoId * Later * [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664) * fixed * clean up * orks fix smart * review fix 1 * more requested changes * less cursed * more descriptive description * better wording * Tiny Tiny Cleanup of the EyeClosingSystem. (#38734) Update EyeClosingSystem.cs * Fix human skin tone distribution (#38701) * fix: Use PredictedQueueDel for gib spell (#38729) * fix: don't default to uncharged sprite state for cells (#38730) * Fix Hristov description - remove inaccurate technical specs (#38746) - Removes inaccurate 'armor piercing 14.5mm shells' reference - Replaces it with a more funny description, matching the style of the other snipers and guns - Keeps ammunition type '.60 anti-materiel ammo' specification - Fixes issue #38590 Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br> * feat: allow mopping evaporating puddles (#38743) * Validate remaining `ProtoId` strings (#38747) Validate remaining ProtoId strings * Validate `ProtoId`s in tests (#38745) * Convert string literals to protoids in Content.Tests * Convert string literals to protoids or consts in Content.IntegrationTests * Fix linter failures Tricksy static using misled me * Cleanup warning in StomachSystem (#38748) you did not see this * Vox scars (#38592) * Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl * Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl" This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15. * locale key fix * Changed top surgery scar names to be more generalized * Adjusted face scars * Formatting fixes --------- Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com> * UnlockNode command to LEC. (#38751) * commit * Update UnlockNodeCommand.cs * commit * move command locale to its own file. * Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Typofixes for figurine dialogue (#38737) * Typofixes for figurine dialogue * Forgot two * Janitor Tool: Wire Brush (#38667) * Wow! It's -brush- * spacing. * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * fixed changes --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Minor escape menu UX improvements (#38650) * fix: spellbooks can have infinite charges (#38376) * fix: spellbooks can have infinite charges * refactor: indicate infinite spellbook charges with null Not sure if I like this much better...
356 lines
14 KiB
C#
356 lines
14 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.StatusEffectNew.Components;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.StatusEffectNew;
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public sealed partial class StatusEffectsSystem
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{
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/// <summary>
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/// Increments duration of status effect by <see cref="duration"/>.
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/// Tries to add status effect if it is not yet present on entity.
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/// </summary>
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/// <param name="target">The target entity to which the effect should be added.</param>
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/// <param name="effectProto">ProtoId of the status effect entity. Make sure it has StatusEffectComponent on it.</param>
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/// <param name="duration">Duration of status effect. Leave null and the effect will be permanent until it is removed using <c>TryRemoveStatusEffect</c>.</param>
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/// <param name="statusEffect">The EntityUid of the status effect we have just created or null if it doesn't exist.</param>
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/// <returns>True if effect exists and its duration is set properly, false in case effect cannot be applied.</returns>
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public bool TryAddStatusEffectDuration(
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EntityUid target,
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EntProtoId effectProto,
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[NotNullWhen(true)] out EntityUid? statusEffect,
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TimeSpan duration
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)
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{
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if (!TryGetStatusEffect(target, effectProto, out statusEffect))
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return TryAddStatusEffect(target, effectProto, out statusEffect, duration);
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AddStatusEffectTime(statusEffect.Value, duration);
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return true;
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}
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///<inheritdoc cref="TryAddStatusEffectDuration(Robust.Shared.GameObjects.EntityUid,Robust.Shared.Prototypes.EntProtoId,out Robust.Shared.GameObjects.EntityUid?,System.TimeSpan)"/>
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public bool TryAddStatusEffectDuration(EntityUid target, EntProtoId effectProto, TimeSpan duration)
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{
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return TryAddStatusEffectDuration(target, effectProto, out _, duration);
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}
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/// <summary>
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/// Sets duration of status effect by <see cref="duration"/>.
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/// Tries to add status effect if it is not yet present on entity.
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/// </summary>
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/// <param name="target">The target entity to which the effect should be added.</param>
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/// <param name="effectProto">ProtoId of the status effect entity. Make sure it has StatusEffectComponent on it.</param>
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/// <param name="duration">Duration of status effect. Leave null and the effect will be permanent until it is removed using <c>TryRemoveStatusEffect</c>.</param>
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/// <param name="statusEffect">The EntityUid of the status effect we have just created or null if it doesn't exist.</param>
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/// <returns>True if effect exists and its duration is set properly, false in case effect cannot be applied.</returns>
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public bool TrySetStatusEffectDuration(
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EntityUid target,
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EntProtoId effectProto,
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[NotNullWhen(true)] out EntityUid? statusEffect,
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TimeSpan? duration = null
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)
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{
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if (!TryGetStatusEffect(target, effectProto, out statusEffect))
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return TryAddStatusEffect(target, effectProto, out statusEffect, duration);
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SetStatusEffectTime(statusEffect.Value, duration);
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return true;
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}
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/// <inheritdoc cref="TrySetStatusEffectDuration(Robust.Shared.GameObjects.EntityUid,Robust.Shared.Prototypes.EntProtoId,out Robust.Shared.GameObjects.EntityUid?,System.TimeSpan?)"/>
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public bool TrySetStatusEffectDuration(EntityUid target, EntProtoId effectProto, TimeSpan? duration = null)
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{
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return TrySetStatusEffectDuration(target, effectProto, out _, duration);
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}
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/// <summary>
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/// Updates duration of effect to larger value between provided <see cref="duration"/> and current effect duration.
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/// Tries to add status effect if it is not yet present on entity.
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/// </summary>
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/// <param name="target">The target entity to which the effect should be added.</param>
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/// <param name="effectProto">ProtoId of the status effect entity. Make sure it has StatusEffectComponent on it.</param>
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/// <param name="duration">Duration of status effect. Leave null and the effect will be permanent until it is removed using <c>TryRemoveStatusEffect</c>.</param>
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/// <param name="statusEffect">The EntityUid of the status effect we have just created or null if it doesn't exist.</param>
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/// <returns>True if effect exists and its duration is set properly, false in case effect cannot be applied.</returns>
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public bool TryUpdateStatusEffectDuration(
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EntityUid target,
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EntProtoId effectProto,
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[NotNullWhen(true)] out EntityUid? statusEffect,
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TimeSpan? duration = null
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)
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{
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if (!TryGetStatusEffect(target, effectProto, out statusEffect))
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return TryAddStatusEffect(target, effectProto, out statusEffect, duration);
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UpdateStatusEffectTime(statusEffect.Value, duration);
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return true;
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}
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/// <inheritdoc cref="TryUpdateStatusEffectDuration(Robust.Shared.GameObjects.EntityUid,Robust.Shared.Prototypes.EntProtoId,out Robust.Shared.GameObjects.EntityUid?,System.TimeSpan?)"/>
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public bool TryUpdateStatusEffectDuration(EntityUid target, EntProtoId effectProto, TimeSpan? duration = null)
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{
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return TryUpdateStatusEffectDuration(target, effectProto, out _, duration);
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}
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/// <summary>
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/// Attempting to remove a status effect from an entity.
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/// Returns True if the status effect existed on the entity and was successfully removed, and False in otherwise.
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/// </summary>
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public bool TryRemoveStatusEffect(EntityUid target, EntProtoId effectProto)
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{
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if (!_containerQuery.TryComp(target, out var container))
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return false;
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foreach (var effect in container.ActiveStatusEffects?.ContainedEntities ?? [])
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{
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var meta = MetaData(effect);
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if (meta.EntityPrototype is null
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|| meta.EntityPrototype != effectProto)
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continue;
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if (!_effectQuery.HasComp(effect))
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return false;
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PredictedQueueDel(effect);
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return true;
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}
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return false;
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}
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/// <summary>
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/// Checks whether the specified entity is under a specific status effect.
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/// </summary>
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public bool HasStatusEffect(EntityUid target, EntProtoId effectProto)
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{
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if (!_containerQuery.TryComp(target, out var container))
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return false;
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foreach (var effect in container.ActiveStatusEffects?.ContainedEntities ?? [])
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{
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var meta = MetaData(effect);
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if (meta.EntityPrototype is not null && meta.EntityPrototype == effectProto)
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return true;
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}
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return false;
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}
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/// <summary>
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/// Attempting to retrieve the EntityUid of a status effect from an entity.
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/// </summary>
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public bool TryGetStatusEffect(EntityUid target, EntProtoId effectProto, [NotNullWhen(true)] out EntityUid? effect)
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{
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effect = null;
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if (!_containerQuery.TryComp(target, out var container))
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return false;
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foreach (var e in container.ActiveStatusEffects?.ContainedEntities ?? [])
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{
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var meta = MetaData(e);
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if (meta.EntityPrototype is not null && meta.EntityPrototype == effectProto)
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{
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effect = e;
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Attempting to retrieve the time of a status effect from an entity.
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/// </summary>
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/// <param name="uid">The target entity on which the effect is applied.</param>
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/// <param name="effectProto">The prototype ID of the status effect to retrieve.</param>
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/// <param name="time">The output tuple containing the effect entity and its remaining time.</param>
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/// <param name="container">Optional. The status effect container component of the entity.</param>
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public bool TryGetTime(
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EntityUid uid,
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EntProtoId effectProto,
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out (EntityUid EffectEnt, TimeSpan? EndEffectTime) time,
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StatusEffectContainerComponent? container = null
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)
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{
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time = default;
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if (!Resolve(uid, ref container))
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return false;
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foreach (var effect in container.ActiveStatusEffects?.ContainedEntities ?? [])
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{
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var meta = MetaData(effect);
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if (meta.EntityPrototype is not null && meta.EntityPrototype == effectProto)
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{
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if (!_effectQuery.TryComp(effect, out var effectComp))
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return false;
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time = (effect, effectComp.EndEffectTime);
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Attempts to get the maximum time left for a given Status Effect Component, returns false if no such
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/// component exists.
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/// </summary>
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/// <param name="uid">The target entity on which the effect is applied.</param>
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/// <param name="time">Returns the EntityUid of the status effect with the most time left, and the end effect time
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/// of that status effect.</param>
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/// <returns> True if a status effect entity with the given component exists</returns>
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public bool TryGetMaxTime<T>(EntityUid uid, out (EntityUid EffectEnt, TimeSpan? EndEffectTime) time) where T : IComponent
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{
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time = default;
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if (!TryEffectsWithComp<T>(uid, out var status))
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return false;
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time.EndEffectTime = TimeSpan.Zero;
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foreach (var effect in status)
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{
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if (effect.Comp2.EndEffectTime == null)
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{
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time = (effect.Owner, null);
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return true;
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}
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if (effect.Comp2.EndEffectTime > time.EndEffectTime)
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time = (effect.Owner, effect.Comp2.EndEffectTime);
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}
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return true;
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}
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/// <summary>
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/// Attempts to edit the remaining time for a status effect on an entity.
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/// </summary>
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/// <param name="uid">The target entity on which the effect is applied.</param>
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/// <param name="effectProto">The prototype ID of the status effect to modify.</param>
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/// <param name="time">
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/// The time adjustment to apply to the status effect. Positive values extend the duration,
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/// while negative values reduce it.
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/// </param>
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/// <returns> True if duration was edited successfully, false otherwise.</returns>
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public bool TryAddTime(EntityUid uid, EntProtoId effectProto, TimeSpan time)
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{
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if (!_containerQuery.TryComp(uid, out var container))
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return false;
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foreach (var effect in container.ActiveStatusEffects?.ContainedEntities ?? [])
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{
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var meta = MetaData(effect);
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if (meta.EntityPrototype is not null && meta.EntityPrototype == effectProto)
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{
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AddStatusEffectTime(effect, time);
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Attempts to set the remaining time for a status effect on an entity.
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/// </summary>
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/// <param name="uid">The target entity on which the effect is applied.</param>
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/// <param name="effectProto">The prototype ID of the status effect to modify.</param>
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/// <param name="time">The new duration for the status effect.</param>
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/// <returns> True if duration was set successfully, false otherwise.</returns>
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public bool TrySetTime(EntityUid uid, EntProtoId effectProto, TimeSpan time)
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{
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if (!_containerQuery.TryComp(uid, out var container))
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return false;
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foreach (var effect in container.ActiveStatusEffects?.ContainedEntities ?? [])
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{
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var meta = MetaData(effect);
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if (meta.EntityPrototype is not null && meta.EntityPrototype == effectProto)
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{
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SetStatusEffectTime(effect, time);
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Checks if the specified component is present on any of the entity's status effects.
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/// </summary>
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public bool HasEffectComp<T>(EntityUid? target) where T : IComponent
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{
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if (!_containerQuery.TryComp(target, out var container))
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return false;
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foreach (var effect in container.ActiveStatusEffects?.ContainedEntities ?? [])
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{
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if (HasComp<T>(effect))
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return true;
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}
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return false;
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}
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/// <summary>
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/// Returns all status effects that have the specified component.
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/// </summary>
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public bool TryEffectsWithComp<T>(EntityUid? target, [NotNullWhen(true)] out HashSet<Entity<T, StatusEffectComponent>>? effects) where T : IComponent
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{
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effects = null;
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if (!_containerQuery.TryComp(target, out var container))
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return false;
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foreach (var effect in container.ActiveStatusEffects?.ContainedEntities ?? [])
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{
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if (!_effectQuery.TryComp(effect, out var statusComp))
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continue;
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if (TryComp<T>(effect, out var comp))
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{
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effects ??= [];
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effects.Add((effect, comp, statusComp));
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}
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}
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return effects is not null;
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|
}
|
|
|
|
/// <summary>
|
|
/// Helper function for calculating how long it takes for all effects with a particular component to disappear. Useful for overlays.
|
|
/// </summary>
|
|
/// <param name="target">An entity from which status effects are checked.</param>
|
|
/// <param name="endTime">The farthest end time of effects with this component is returned. Can be null if one of the effects is infinite.</param>
|
|
/// <returns>True if effects with the specified component were found, or False if there are no such effects.</returns>
|
|
public bool TryGetEffectsEndTimeWithComp<T>(EntityUid? target, out TimeSpan? endTime) where T : IComponent
|
|
{
|
|
endTime = _timing.CurTime;
|
|
if (!_containerQuery.TryComp(target, out var container))
|
|
return false;
|
|
|
|
foreach (var effect in container.ActiveStatusEffects?.ContainedEntities ?? [])
|
|
{
|
|
if (!HasComp<T>(effect))
|
|
continue;
|
|
|
|
if (!_effectQuery.TryComp(effect, out var statusComp))
|
|
continue;
|
|
|
|
if (statusComp.EndEffectTime is null)
|
|
{
|
|
endTime = null;
|
|
return true; //This effect never ends, so we return null at endTime, but return true that there is time.
|
|
}
|
|
|
|
if (statusComp.EndEffectTime > endTime)
|
|
endTime = statusComp.EndEffectTime;
|
|
}
|
|
|
|
return endTime is not null;
|
|
}
|
|
}
|