mirror of
https://github.com/DeltaV-Station/Delta-v.git
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* Added the blood writing ability to revenants (cherry picked from commit 8157d155e1f7a3840992b54475c59031d2a75f25) * Added the revenant Animate action (cherry picked from commit 1b53520849a60538598cae641c6e598b1a5d7534) * Added Animate action sprite and fixed revenant action sprites being small (cherry picked from commit 5c88ce9b21cf517023cd136ddb8aaa361f72fbfe) * Revenants in stasis can now be crafted into sentient revenant plushies Revenants in stasis can now talk (cherry picked from commit af84083da6e17bb7671d9f00993dc6bcc0b0a583) * Revenant plushies and ectoplasm now talk with their trapped revenant's name (cherry picked from commit 855b25aeb7f29ed6ff2dcc0d4ab1e589ae7e2e16) * Added a yml nerf option in case revenant is too powerful (cherry picked from commit 6895a5ca929f32267dea1e326aee62302dc151b8) * Added a yml nerf option in case revenant is too powerful (cherry picked from commit 6895a5ca929f32267dea1e326aee62302dc151b8) * Passing over salt ore now reveals revenants (cherry picked from commit beea55885f98adc72e34751ba6f798bfadd8dd31) * Salt puddles now reveal revenants Hooray for EnsureTileReaction! (cherry picked from commit b69304747e3b5aa867c5afd8917d2c170c65253e) * Bibles now reveal revenants Localization strings added (cherry picked from commit 62f7ec604748697e5fecc942c4a5d14ff682c596) * Added the revenant Haunt action (cherry picked from commit fb692c4cab3f411c11a3004fa73f30122e0ff7f9) * Haunt witnesses now have an icon over their head on the revenant's client (cherry picked from commit 5d1b3c6b0af4508ebee7aa8738f7a5f3aa9e53ca) * Slight revenant nerfs and an additional escape hatch (cherry picked from commit 490e4c525b75b03502497bfa89827f915f6c7fb2) * Fixed revenant speech name, and other fixes This is a few changes clumped into one. I should've broken this one up, but I got overzealous. - Revenant's ectoplasm now properly uses TransformSpeakerNameEvent - Revenants crafted into plushies now use VoiceOverrideComponent instead of VoiceMaskComponent - Plushies now have a custom speaking noise - Moved Impstation-specific revenant code to the _Impstation subdirectory (cherry picked from commit a5e0b0c9383e4011e69edc0592c8a4cf40b06402) * Fixed revenant haunt witness sprite not disappearing (cherry picked from commit 0c06d4a8f48f6eee324cd944dbcb1fce3258eb58) * New artifact effectr: animate nearby items (like a revenant) (cherry picked from commit 6ba1b4d8b313eda9e5ff82246ed7425e80287d0f) * Revenant cleanups * Revenant Fixes * add audio * haunt fixes * salt fixes * grinder gamer * stasis * cleanup and comments * deltav ectoplasm * clean up imp comment * event weight and guidebook gaming * catalog * alert fix * window nerf * effectprobfake * mapinit * no braincells ops Signed-off-by: Lyndomen <49795619+Lyndomen@users.noreply.github.com> * add physics * remove phyiscs * add physics realer * bible --------- Signed-off-by: Lyndomen <49795619+Lyndomen@users.noreply.github.com> Co-authored-by: TGRCDev <tgrc@tgrc.dev> Co-authored-by: TheGrimbeeper <thegrimbeeper.11@gmail.com>
522 lines
21 KiB
C#
522 lines
21 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 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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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 IComponentFactory _componentFactory = 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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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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EntityManager.AddComponent<T>(uid);
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status.ActiveEffects[key].RelevantComponent = _componentFactory.GetComponentName<T>();
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return true;
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}
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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 (!EntityManager.HasComponent(uid, _componentFactory.GetRegistration(component).Type))
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{
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var newComponent = (Component) _componentFactory.GetComponent(component);
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EntityManager.AddComponent(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 = _componentFactory.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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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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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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&& _componentFactory.TryGetRegistration(state.RelevantComponent, out var registration))
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{
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var type = registration.Type;
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EntityManager.RemoveComponent(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>
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public bool TryRemoveAllStatusEffects(EntityUid uid,
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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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bool failed = false;
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foreach (var effect in status.ActiveEffects)
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{
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if (!TryRemoveStatusEffect(uid, effect.Key, status))
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failed = true;
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}
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Dirty(uid, status);
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return failed;
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}
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/// <summary>
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/// Returns whether a given entity has the status effect active.
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/// </summary>
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/// <param name="uid">The entity to check on.</param>
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/// <param name="key">The status effect ID to check for</param>
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/// <param name="status">The status effect component, should you already have it.</param>
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public bool HasStatusEffect(EntityUid uid, string key,
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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 (!status.ActiveEffects.ContainsKey(key))
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return false;
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return true;
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}
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/// <summary>
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/// Returns whether a given entity can have a given effect applied to it.
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/// </summary>
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/// <param name="uid">The entity to check on.</param>
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/// <param name="key">The status effect ID to check for</param>
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/// <param name="status">The status effect component, should you already have it.</param>
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public bool CanApplyEffect(EntityUid uid, string key, StatusEffectsComponent? status = null)
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{
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// don't log since stuff calling this prolly doesn't care if we don't actually have it
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if (!Resolve(uid, ref status, false))
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return false;
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var ev = new BeforeStatusEffectAddedEvent(key);
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RaiseLocalEvent(uid, ref ev);
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if (ev.Cancelled)
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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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if (!proto.AlwaysAllowed && !status.AllowedEffects.Contains(key)) // Imp
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return false;
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return true;
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}
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/// <summary>
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/// Tries to add to the timer of an already existing status effect.
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/// </summary>
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/// <param name="uid">The entity to add time to.</param>
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/// <param name="key">The status effect to add time to.</param>
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/// <param name="time">The amount of time to add.</param>
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/// <param name="status">The status effect component, should you already have it.</param>
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public bool TryAddTime(EntityUid uid, string key, TimeSpan time,
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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 (!HasStatusEffect(uid, key, status))
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return false;
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var timer = status.ActiveEffects[key].Cooldown;
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timer.Item2 += time;
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status.ActiveEffects[key].Cooldown = timer;
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if (_prototypeManager.TryIndex<StatusEffectPrototype>(key, out var proto)
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&& proto.Alert != null)
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{
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(TimeSpan, TimeSpan)? cooldown = GetAlertCooldown(uid, proto.Alert.Value, status);
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_alertsSystem.ShowAlert(uid, proto.Alert.Value, null, cooldown);
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}
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Dirty(uid, status);
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return true;
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}
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/// <summary>
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/// Tries to remove time from the timer of an already existing status effect.
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/// </summary>
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/// <param name="uid">The entity to remove time from.</param>
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/// <param name="key">The status effect to remove time from.</param>
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/// <param name="time">The amount of time to add.</param>
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/// <param name="status">The status effect component, should you already have it.</param>
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public bool TryRemoveTime(EntityUid uid, string key, TimeSpan time,
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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 (!HasStatusEffect(uid, key, status))
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return false;
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var timer = status.ActiveEffects[key].Cooldown;
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// what on earth are you doing, Gordon?
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if (time > timer.Item2)
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return false;
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timer.Item2 -= time;
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status.ActiveEffects[key].Cooldown = timer;
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if (_prototypeManager.TryIndex<StatusEffectPrototype>(key, out var proto)
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&& proto.Alert != null)
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{
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(TimeSpan, TimeSpan)? cooldown = GetAlertCooldown(uid, proto.Alert.Value, status);
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_alertsSystem.ShowAlert(uid, proto.Alert.Value, null, cooldown);
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}
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Dirty(uid, status);
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return true;
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}
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/// <summary>
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/// Use if you want to set a cooldown directly.
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/// </summary>
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/// <remarks>
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/// Not used internally; just sets it itself.
|
|
/// </remarks>
|
|
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>
|
|
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.
|
|
/// </summary>
|
|
[ByRefEvent]
|
|
public record struct BeforeStatusEffectAddedEvent(string Key, 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;
|
|
}
|
|
}
|
|
}
|