mirror of
https://github.com/DeltaV-Station/Delta-v.git
synced 2026-09-30 16:17:27 +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...
535 lines
22 KiB
C#
535 lines
22 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Alert;
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using Content.Shared.Rejuvenate;
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using Content.Shared.StatusEffectNew;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Shared.StatusEffect
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{
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[Obsolete("Migration to Content.Shared.StatusEffectNew.StatusEffectsSystem is required")]
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public sealed class StatusEffectsSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly AlertsSystem _alertsSystem = default!;
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private List<EntityUid> _toRemove = new();
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public override void Initialize()
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{
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base.Initialize();
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UpdatesOutsidePrediction = true;
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SubscribeLocalEvent<StatusEffectsComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<StatusEffectsComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<StatusEffectsComponent, RejuvenateEvent>(OnRejuvenate);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var curTime = _gameTiming.CurTime;
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var enumerator = EntityQueryEnumerator<ActiveStatusEffectsComponent, StatusEffectsComponent>();
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_toRemove.Clear();
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while (enumerator.MoveNext(out var uid, out _, out var status))
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{
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if (status.ActiveEffects.Count == 0)
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{
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// This shouldn't happen, but just in case something sneaks through
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_toRemove.Add(uid);
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continue;
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}
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foreach (var state in status.ActiveEffects)
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{
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if (curTime > state.Value.Cooldown.Item2)
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TryRemoveStatusEffect(uid, state.Key, status);
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}
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}
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foreach (var uid in _toRemove)
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{
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RemComp<ActiveStatusEffectsComponent>(uid);
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}
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}
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private void OnGetState(EntityUid uid, StatusEffectsComponent component, ref ComponentGetState args)
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{
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// Using new(...) To avoid mispredictions due to MergeImplicitData. This will mean the server-side code is
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// slightly slower, and really this function should just be overridden by the client...
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args.State = new StatusEffectsComponentState(new(component.ActiveEffects), new(component.AllowedEffects));
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}
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private void OnHandleState(EntityUid uid, StatusEffectsComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not StatusEffectsComponentState state)
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return;
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component.AllowedEffects.Clear();
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component.AllowedEffects.AddRange(state.AllowedEffects);
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// Remove non-existent effects.
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foreach (var key in component.ActiveEffects.Keys)
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{
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if (!state.ActiveEffects.ContainsKey(key))
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component.ActiveEffects.Remove(key);
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}
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foreach (var (key, effect) in state.ActiveEffects)
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{
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component.ActiveEffects[key] = new(effect);
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}
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if (component.ActiveEffects.Count == 0)
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RemComp<ActiveStatusEffectsComponent>(uid);
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else
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EnsureComp<ActiveStatusEffectsComponent>(uid);
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}
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private void OnRejuvenate(EntityUid uid, StatusEffectsComponent component, RejuvenateEvent args)
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{
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TryRemoveAllStatusEffects(uid, component);
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}
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/// <summary>
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/// Tries to add a status effect to an entity, with a given component added as well.
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/// </summary>
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/// <param name="uid">The entity to add the effect to.</param>
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/// <param name="key">The status effect ID to add.</param>
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/// <param name="time">How long the effect should last for.</param>
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/// <param name="refresh">The status effect cooldown should be refreshed (true) or accumulated (false).</param>
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/// <param name="status">The status effects component to change, if you already have it.</param>
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/// <returns>False if the effect could not be added or the component already exists, true otherwise.</returns>
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/// <typeparam name="T">The component type to add and remove from the entity.</typeparam>
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[Obsolete("Migration to Content.Shared.StatusEffectNew.StatusEffectsSystem is required")]
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public bool TryAddStatusEffect<T>(EntityUid uid, string key, TimeSpan time, bool refresh,
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StatusEffectsComponent? status = null)
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where T : IComponent, new()
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{
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if (!Resolve(uid, ref status, false))
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return false;
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if (!TryAddStatusEffect(uid, key, time, refresh, status))
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return false;
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if (HasComp<T>(uid))
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return true;
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AddComp<T>(uid);
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status.ActiveEffects[key].RelevantComponent = Factory.GetComponentName<T>();
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return true;
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}
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[Obsolete("Migration to Content.Shared.StatusEffectNew.StatusEffectsSystem is required")]
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public bool TryAddStatusEffect(EntityUid uid, string key, TimeSpan time, bool refresh, string component,
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StatusEffectsComponent? status = null)
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{
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if (!Resolve(uid, ref status, false))
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return false;
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if (TryAddStatusEffect(uid, key, time, refresh, status))
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{
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// If they already have the comp, we just won't bother updating anything.
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if (!HasComp(uid, Factory.GetRegistration(component).Type))
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{
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var newComponent = (Component) Factory.GetComponent(component);
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AddComp(uid, newComponent);
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status.ActiveEffects[key].RelevantComponent = component;
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}
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return true;
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}
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return false;
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}
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// Begin Imp Changes
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public bool TryAddStatusEffect(EntityUid uid, string key, TimeSpan time, bool refresh, Component component,
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StatusEffectsComponent? status = null)
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{
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if (!Resolve(uid, ref status, false))
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return false;
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if (TryAddStatusEffect(uid, key, time, refresh, status))
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{
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EntityManager.AddComponent(uid, component, true);
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status.ActiveEffects[key].RelevantComponent = Factory.GetComponentName(component.GetType());
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return true;
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}
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return false;
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}
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// End Imp Changes
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/// <summary>
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/// Tries to add a status effect to an entity with a certain timer.
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/// </summary>
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/// <param name="uid">The entity to add the effect to.</param>
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/// <param name="key">The status effect ID to add.</param>
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/// <param name="time">How long the effect should last for.</param>
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/// <param name="refresh">The status effect cooldown should be refreshed (true) or accumulated (false).</param>
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/// <param name="status">The status effects component to change, if you already have it.</param>
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/// <param name="startTime">The time at which the status effect started. This exists mostly for prediction
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/// resetting.</param>
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/// <returns>False if the effect could not be added, or if the effect already existed.</returns>
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/// <remarks>
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/// This obviously does not add any actual 'effects' on its own. Use the generic overload,
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/// which takes in a component type, if you want to automatically add and remove a component.
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///
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/// If the effect already exists, it will simply replace the cooldown with the new one given.
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/// If you want special 'effect merging' behavior, do it your own damn self!
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/// </remarks>
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[Obsolete("Migration to Content.Shared.StatusEffectNew.StatusEffectsSystem is required")]
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public bool TryAddStatusEffect(EntityUid uid,
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string key,
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TimeSpan time,
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bool refresh,
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StatusEffectsComponent? status = null,
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TimeSpan? startTime = null)
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{
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if (!Resolve(uid, ref status, false))
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return false;
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if (!CanApplyEffect(uid, key, status))
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return false;
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// we already checked if it has the index in CanApplyEffect so a straight index and not tryindex here
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// is fine
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var proto = _prototypeManager.Index<StatusEffectPrototype>(key);
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var start = startTime ?? _gameTiming.CurTime;
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(TimeSpan, TimeSpan) cooldown = (start, start + time);
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if (HasStatusEffect(uid, key, status))
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{
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status.ActiveEffects[key].CooldownRefresh = refresh;
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if (refresh)
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{
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//Making sure we don't reset a longer cooldown by applying a shorter one.
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if ((status.ActiveEffects[key].Cooldown.Item2 - _gameTiming.CurTime) < time)
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{
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//Refresh cooldown time.
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status.ActiveEffects[key].Cooldown = cooldown;
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}
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}
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else
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{
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//Accumulate cooldown time.
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status.ActiveEffects[key].Cooldown.Item2 += time;
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}
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}
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else
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{
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status.ActiveEffects.Add(key, new StatusEffectState(cooldown, refresh, null));
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EnsureComp<ActiveStatusEffectsComponent>(uid);
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}
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if (proto.Alert != null)
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{
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var cooldown1 = GetAlertCooldown(uid, proto.Alert.Value, status);
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_alertsSystem.ShowAlert(uid, proto.Alert.Value, null, cooldown1);
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}
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Dirty(uid, status);
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RaiseLocalEvent(uid, new StatusEffectAddedEvent(uid, key));
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return true;
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}
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/// <summary>
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/// Finds the maximum cooldown among all status effects with the same alert
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/// </summary>
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/// <remarks>
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/// This is mostly for stuns, since Stun and Knockdown share an alert key. Other times this pretty much
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/// will not be useful.
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/// </remarks>
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private (TimeSpan, TimeSpan)? GetAlertCooldown(EntityUid uid, ProtoId<AlertPrototype> alert, StatusEffectsComponent status)
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{
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(TimeSpan, TimeSpan)? maxCooldown = null;
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foreach (var kvp in status.ActiveEffects)
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{
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var proto = _prototypeManager.Index<StatusEffectPrototype>(kvp.Key);
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if (proto.Alert == alert)
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{
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if (maxCooldown == null || kvp.Value.Cooldown.Item2 > maxCooldown.Value.Item2)
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{
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maxCooldown = kvp.Value.Cooldown;
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}
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}
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}
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return maxCooldown;
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}
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/// <summary>
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/// Attempts to remove a status effect from an entity.
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/// </summary>
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/// <param name="uid">The entity to remove an effect from.</param>
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/// <param name="key">The effect ID to remove.</param>
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/// <param name="status">The status effects component to change, if you already have it.</param>
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/// <param name="remComp">If true, status effect removal will also remove the relevant component. This option
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/// exists mostly for prediction resetting.</param>
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/// <returns>False if the effect could not be removed, true otherwise.</returns>
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/// <remarks>
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/// Obviously this doesn't automatically clear any effects a status effect might have.
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/// That's up to the removed component to handle itself when it's removed.
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/// </remarks>
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[Obsolete("Migration to Content.Shared.StatusEffectNew.StatusEffectsSystem is required")]
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public bool TryRemoveStatusEffect(EntityUid uid, string key,
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StatusEffectsComponent? status = null, bool remComp = true)
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{
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if (!Resolve(uid, ref status, false))
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return false;
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if (!status.ActiveEffects.ContainsKey(key))
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return false;
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if (!_prototypeManager.TryIndex<StatusEffectPrototype>(key, out var proto))
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return false;
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var state = status.ActiveEffects[key];
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// There are cases where a status effect component might be server-only, so TryGetRegistration...
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if (remComp
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&& state.RelevantComponent != null
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&& Factory.TryGetRegistration(state.RelevantComponent, out var registration))
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{
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var type = registration.Type;
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RemComp(uid, type);
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}
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if (proto.Alert != null)
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{
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_alertsSystem.ClearAlert(uid, proto.Alert.Value);
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}
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status.ActiveEffects.Remove(key);
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if (status.ActiveEffects.Count == 0)
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{
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RemComp<ActiveStatusEffectsComponent>(uid);
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}
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Dirty(uid, status);
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RaiseLocalEvent(uid, new StatusEffectEndedEvent(uid, key));
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return true;
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}
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/// <summary>
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/// Tries to remove all status effects from a given entity.
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/// </summary>
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/// <param name="uid">The entity to remove effects from.</param>
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/// <param name="status">The status effects component to change, if you already have it.</param>
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/// <returns>False if any status effects failed to be removed, true if they all did.</returns>
|
|
[Obsolete("Migration to Content.Shared.StatusEffectNew.StatusEffectsSystem is required")]
|
|
public bool TryRemoveAllStatusEffects(EntityUid uid,
|
|
StatusEffectsComponent? status = null)
|
|
{
|
|
if (!Resolve(uid, ref status, false))
|
|
return false;
|
|
|
|
bool failed = false;
|
|
foreach (var effect in status.ActiveEffects)
|
|
{
|
|
if (!TryRemoveStatusEffect(uid, effect.Key, status))
|
|
failed = true;
|
|
}
|
|
|
|
Dirty(uid, status);
|
|
return failed;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns whether a given entity has the status effect active.
|
|
/// </summary>
|
|
/// <param name="uid">The entity to check on.</param>
|
|
/// <param name="key">The status effect ID to check for</param>
|
|
/// <param name="status">The status effect component, should you already have it.</param>
|
|
[Obsolete("Migration to Content.Shared.StatusEffectNew.StatusEffectsSystem is required")]
|
|
public bool HasStatusEffect(EntityUid uid, string key,
|
|
StatusEffectsComponent? status = null)
|
|
{
|
|
if (!Resolve(uid, ref status, false))
|
|
return false;
|
|
if (!status.ActiveEffects.ContainsKey(key))
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Returns whether a given entity can have a given effect applied to it.
|
|
/// </summary>
|
|
/// <param name="uid">The entity to check on.</param>
|
|
/// <param name="key">The status effect ID to check for</param>
|
|
/// <param name="status">The status effect component, should you already have it.</param>
|
|
[Obsolete("Migration to Content.Shared.StatusEffectNew.StatusEffectsSystem is required")]
|
|
public bool CanApplyEffect(EntityUid uid, string key, StatusEffectsComponent? status = null)
|
|
{
|
|
// don't log since stuff calling this prolly doesn't care if we don't actually have it
|
|
if (!Resolve(uid, ref status, false))
|
|
return false;
|
|
|
|
var ev = new BeforeOldStatusEffectAddedEvent(key);
|
|
RaiseLocalEvent(uid, ref ev);
|
|
if (ev.Cancelled)
|
|
return false;
|
|
|
|
if (!_prototypeManager.TryIndex<StatusEffectPrototype>(key, out var proto))
|
|
return false;
|
|
if (!proto.AlwaysAllowed && !status.AllowedEffects.Contains(key)) // Imp
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to add to the timer of an already existing status effect.
|
|
/// </summary>
|
|
/// <param name="uid">The entity to add time to.</param>
|
|
/// <param name="key">The status effect to add time to.</param>
|
|
/// <param name="time">The amount of time to add.</param>
|
|
/// <param name="status">The status effect component, should you already have it.</param>
|
|
[Obsolete("Migration to Content.Shared.StatusEffectNew.StatusEffectsSystem is required")]
|
|
public bool TryAddTime(EntityUid uid, string key, TimeSpan time,
|
|
StatusEffectsComponent? status = null)
|
|
{
|
|
if (!Resolve(uid, ref status, false))
|
|
return false;
|
|
|
|
if (!HasStatusEffect(uid, key, status))
|
|
return false;
|
|
|
|
var timer = status.ActiveEffects[key].Cooldown;
|
|
timer.Item2 += time;
|
|
status.ActiveEffects[key].Cooldown = timer;
|
|
|
|
if (_prototypeManager.TryIndex<StatusEffectPrototype>(key, out var proto)
|
|
&& proto.Alert != null)
|
|
{
|
|
(TimeSpan, TimeSpan)? cooldown = GetAlertCooldown(uid, proto.Alert.Value, status);
|
|
_alertsSystem.ShowAlert(uid, proto.Alert.Value, null, cooldown);
|
|
}
|
|
|
|
Dirty(uid, status);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Tries to remove time from the timer of an already existing status effect.
|
|
/// </summary>
|
|
/// <param name="uid">The entity to remove time from.</param>
|
|
/// <param name="key">The status effect to remove time from.</param>
|
|
/// <param name="time">The amount of time to add.</param>
|
|
/// <param name="status">The status effect component, should you already have it.</param>
|
|
[Obsolete("Migration to Content.Shared.StatusEffectNew.StatusEffectsSystem is required")]
|
|
public bool TryRemoveTime(EntityUid uid, string key, TimeSpan time,
|
|
StatusEffectsComponent? status = null)
|
|
{
|
|
if (!Resolve(uid, ref status, false))
|
|
return false;
|
|
|
|
if (!HasStatusEffect(uid, key, status))
|
|
return false;
|
|
|
|
var timer = status.ActiveEffects[key].Cooldown;
|
|
|
|
// what on earth are you doing, Gordon?
|
|
if (time > timer.Item2)
|
|
return false;
|
|
|
|
timer.Item2 -= time;
|
|
status.ActiveEffects[key].Cooldown = timer;
|
|
|
|
if (_prototypeManager.TryIndex<StatusEffectPrototype>(key, out var proto)
|
|
&& proto.Alert != null)
|
|
{
|
|
(TimeSpan, TimeSpan)? cooldown = GetAlertCooldown(uid, proto.Alert.Value, status);
|
|
_alertsSystem.ShowAlert(uid, proto.Alert.Value, null, cooldown);
|
|
}
|
|
|
|
Dirty(uid, status);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Use if you want to set a cooldown directly.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Not used internally; just sets it itself.
|
|
/// </remarks>
|
|
[Obsolete("Migration to Content.Shared.StatusEffectNew.StatusEffectsSystem is required")]
|
|
public bool TrySetTime(EntityUid uid, string key, TimeSpan time,
|
|
StatusEffectsComponent? status = null)
|
|
{
|
|
if (!Resolve(uid, ref status, false))
|
|
return false;
|
|
|
|
if (!HasStatusEffect(uid, key, status))
|
|
return false;
|
|
|
|
status.ActiveEffects[key].Cooldown = (_gameTiming.CurTime, _gameTiming.CurTime + time);
|
|
|
|
Dirty(uid, status);
|
|
return true;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Gets the cooldown for a given status effect on an entity.
|
|
/// </summary>
|
|
/// <param name="uid">The entity to check for status effects on.</param>
|
|
/// <param name="key">The status effect to get time for.</param>
|
|
/// <param name="time">Out var for the time, if it exists.</param>
|
|
/// <param name="status">The status effects component to use, if any.</param>
|
|
/// <returns>False if the status effect was not active, true otherwise.</returns>
|
|
[Obsolete("Migration to Content.Shared.StatusEffectNew.StatusEffectsSystem is required")]
|
|
public bool TryGetTime(EntityUid uid, string key,
|
|
[NotNullWhen(true)] out (TimeSpan, TimeSpan)? time,
|
|
StatusEffectsComponent? status = null)
|
|
{
|
|
if (!Resolve(uid, ref status, false) || !HasStatusEffect(uid, key, status))
|
|
{
|
|
time = null;
|
|
return false;
|
|
}
|
|
|
|
time = status.ActiveEffects[key].Cooldown;
|
|
return true;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Raised on an entity before a status effect is added to determine if adding it should be cancelled.
|
|
/// Obsolete version of <see cref="BeforeStatusEffectAddedEvent" />
|
|
/// </summary>
|
|
[ByRefEvent, Obsolete("Migration to StatusEffectNew.StatusEffectsSystem is required")]
|
|
public record struct BeforeOldStatusEffectAddedEvent(string EffectKey, bool Cancelled = false);
|
|
|
|
public readonly struct StatusEffectAddedEvent
|
|
{
|
|
public readonly EntityUid Uid;
|
|
|
|
public readonly string Key;
|
|
|
|
public StatusEffectAddedEvent(EntityUid uid, string key)
|
|
{
|
|
Uid = uid;
|
|
Key = key;
|
|
}
|
|
}
|
|
|
|
public readonly struct StatusEffectEndedEvent
|
|
{
|
|
public readonly EntityUid Uid;
|
|
|
|
public readonly string Key;
|
|
|
|
public StatusEffectEndedEvent(EntityUid uid, string key)
|
|
{
|
|
Uid = uid;
|
|
Key = key;
|
|
}
|
|
}
|
|
}
|