Turn ReagentEffects into generic EntityEffects (#28168)
* Oh the possibilities * Merge fixes * Forgot to remote LavaSystem oops * Changed EntityEffectArgs to EntityEffectBaseArgs and EntityEffectReagentArgs * Throw exception for unimplemented effectargs * Remove Json and overrideable datafields * Fix test issues * Actually fix the compiling issue * Fix comments and remove EntityEffectArgs (no longer used, replaced with EntityEffectBaseArgs)
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@@ -3,8 +3,8 @@ using Content.Server.Atmos.EntitySystems;
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using Content.Server.Body.Components;
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using Content.Server.Chat.Systems;
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using Content.Server.Chemistry.Containers.EntitySystems;
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using Content.Server.Chemistry.ReagentEffectConditions;
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using Content.Server.Chemistry.ReagentEffects;
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using Content.Server.EntityEffects.EffectConditions;
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using Content.Server.EntityEffects.Effects;
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using Content.Shared.Alert;
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using Content.Shared.Atmos;
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using Content.Shared.Body.Components;
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@@ -13,6 +13,7 @@ using Content.Shared.Chemistry.Components;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.EntityEffects;
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using Content.Shared.Mobs.Systems;
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using JetBrains.Annotations;
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using Robust.Shared.Prototypes;
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@@ -261,7 +262,7 @@ public sealed class RespiratorSystem : EntitySystem
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// TODO generalize condition checks
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// this is pretty janky, but I just want to bodge a method that checks if an entity can breathe a gas mixture
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// Applying actual reaction effects require a full ReagentEffectArgs struct.
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bool CanMetabolize(ReagentEffect effect)
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bool CanMetabolize(EntityEffect effect)
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{
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if (effect.Conditions == null)
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return true;
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