Files
Delta-v/Content.Shared/StatusEffect/StatusEffectsSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* 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...
2025-11-06 18:22:39 +00:00

535 lines
22 KiB
C#

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