* ritual cucumber setup
* entities requirements
* try graph???
* Revert "try graph???"
This reverts commit c90c6353cb.
* pipyau
* fixes
* yay, it works
* spawn effect
* regex lower message restrictions
* unique speakers support
* apply entity effect ritual
* ritual chalk
* Update SpawnEntity.cs
* ritual stability
* stability event
* add guidebook description to all ritual actions
* Readability added
* Update RequiredResource.cs
* finish describer
* clean up describer
* Update triggers.ftl
* cave ambient loop
* parry sound update
* rituals end start
* magic ambience add
* global sharedization
* Update phases.yml
* daytime requirement
* Update phases.yml
* start ritual
* fixes
* more ambient work
* rritual visualizer
* end ritual
* magic orbs!
* required orbs
* orbs design
* consume orbs
* setup neutral cluster triggers and edges
* listener proxy
* restucture graph
* fix time triggers
* healing cluster
* fixes
* Create CP14RitualTest.cs
* test errors for check test
* YEEEE
* Fuck triggers, its broken now, YAY
* triggers redo
* fix
* fix test
* Update CP14RitualTest.cs
* Update neutral_cluster.yml
* Update CP14RitualSystem.Triggers.cs
* clean up, documentation
* redo triggers again
* and another one
* species sacrifice trigger
* whitelist trigger
* fix
* describer refactor
* fix memory leaking + hyperlinks
* dd
34 lines
1.1 KiB
C#
34 lines
1.1 KiB
C#
using Content.Shared._CP14.DayCycle;
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using Content.Shared._CP14.DayCycle.Components;
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using Robust.Shared.Prototypes;
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namespace Content.Shared._CP14.MagicRitual.Requirements;
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/// <summary>
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/// Requires specific daytime
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/// </summary>
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public sealed partial class RequiredTime : CP14RitualRequirement
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{
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[DataField]
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public ProtoId<CP14DayCyclePeriodPrototype> TimePeriod;
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public override string? GetGuidebookRequirementDescription(IPrototypeManager prototype, IEntitySystemManager entSys)
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{
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if (!prototype.TryIndex(TimePeriod, out var indexed))
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return null;
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return Loc.GetString("cp14-ritual-required-time", ("period", Loc.GetString(indexed.Name)));
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}
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public override bool Check(EntityManager entManager, Entity<CP14MagicRitualPhaseComponent> phaseEnt, float stability)
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{
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var transform = entManager.System<SharedTransformSystem>();
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var map = transform.GetMap(phaseEnt.Owner);
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if (!entManager.TryGetComponent<CP14DayCycleComponent>(map, out var dayCycle))
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return false;
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return TimePeriod == dayCycle.CurrentPeriod;
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}
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}
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