67 lines
2.2 KiB
C#
67 lines
2.2 KiB
C#
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using Content.Shared.StatusEffectNew;
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using JetBrains.Annotations;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects.StatusEffects;
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/// <summary>
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/// Changes status effects on entities: Adds, removes or sets time.
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/// </summary>
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[UsedImplicitly]
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public sealed partial class ModifyStatusEffect : EntityEffect
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{
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[DataField(required: true)]
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public EntProtoId EffectProto;
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/// <summary>
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/// Time for which status effect should be applied. Behaviour changes according to <see cref="Refresh" />.
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/// </summary>
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[DataField]
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public float Time = 2.0f;
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/// <remarks>
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/// true - refresh status effect time, false - accumulate status effect time.
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/// </remarks>
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[DataField]
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public bool Refresh = true;
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/// <summary>
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/// Should this effect add the status effect, remove time from it, or set its cooldown?
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/// </summary>
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[DataField]
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public StatusEffectMetabolismType Type = StatusEffectMetabolismType.Add;
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/// <inheritdoc />
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public override void Effect(EntityEffectBaseArgs args)
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{
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var statusSys = args.EntityManager.EntitySysManager.GetEntitySystem<SharedStatusEffectsSystem>();
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var time = Time;
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if (args is EntityEffectReagentArgs reagentArgs)
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time *= reagentArgs.Scale.Float();
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switch (Type)
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{
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case StatusEffectMetabolismType.Add:
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statusSys.TryAddStatusEffect(args.TargetEntity, EffectProto, TimeSpan.FromSeconds(time), Refresh);
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break;
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case StatusEffectMetabolismType.Remove:
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statusSys.TryAddTime(args.TargetEntity, EffectProto, -TimeSpan.FromSeconds(time));
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break;
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case StatusEffectMetabolismType.Set:
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statusSys.TrySetTime(args.TargetEntity, EffectProto, TimeSpan.FromSeconds(time));
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break;
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}
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}
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/// <inheritdoc />
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protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString(
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"reagent-effect-guidebook-status-effect",
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("chance", Probability),
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("type", Type),
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("time", Time),
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("key", prototype.Index(EffectProto).Name)
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);
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}
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