Files
wwdpublic/Content.Shared/StatusEffect/StatusEffectsSystem.cs
Debug fd2cc8570d Sync master up to 1/10 (#74)
* Automatic changelog update

* Make NPC names proper nouns & fix some genders (#20534)

* Proper names & genders

* Uppercase proper names

* Make Smile female

* fix bingus wrinkly head (#20531)

* rouny meat and steak (#20526)

* lost friendship flavor

* add rouny steak

* rouny special meat

* rouny meat textures

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311)

* Explosive wet floor sign & janitorial suicide vest

* fix attributions

* Remove name & desc from explosive wet floor sign

* Make wet floor sign chameleonable

* Automatic changelog update

* Minor slippery stuff (#20535)

* Update submodule to 162.2.0 (#20570)

* Predicted armor (#20560)

* clean up some lines in smile the slime prototype (#20552)

* Revert "Use full file path for temp replays (#19002)" (#20545)

* Add EyesGlasses into ClothesMate (#20523)

* Automatic changelog update

* Fix Punpun crew monitor sensor (#20484)

* Automatic changelog update

* EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394)

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Make arcades hackable again (#20555)

* Automatic changelog update

* Health alert tweaks (#20557)

* Automatic changelog update

* Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564)

* Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent

* Nukeops todo and cleanup

* Remove Active field

* Add EndedGameRuleComponent

* bartender suit (#20521)

* give me a drink bartender

* guh

* aARG

* Necropolis and mine walls (#20578)

* Automatic changelog update

* archaic accent tweaks (#20567)

* Automatic changelog update

* Add confirmation to kick and respawn in the admin player actions panel (#20542)

* Remove windows-latest CI runs, remove unused build-test-release.yml (#20540)

* Change .editorconfig to keep existing attribute arrangement (#20538)

* Automatic changelog update

* Catch replay start and end errors on round restarts (#20565)

* Update trivial components to use auto comp states (#20539)

* Fix role unbans not applying in real time (#20547)

* Disable AHelp buttons when no player is selected, update button styling (#20568)

* Automatic changelog update

* Added a toggle fullscreen button (default F11) (#20272)

* Added a toggle fullscreen button (default F11)

* Removed un-needed comments

* Review Requested Changes

* Fixed Acidental Spacing Change

* bwoink, removed extraneous code

* nothing, litterally

* Automatic changelog update

* Fix not networking markings (#20588)

* Automatic changelog update

* Update RobustToolbox to v162.2.1 (#20590)

* Automatic changelog update

* Glorfcode (force say on damage/stun/crit) (#20562)

* Automatic changelog update

* Fix AHelp progressively showing more AHelp panels (#20591)

* Automatic changelog update

* caninsert entitystorage tweaks (#20589)

* Automatic changelog update

* Fix mapping actions crashing on load (#20592)

* Fix loading a map with a ThirstComponent crashing the game (#20594)

* Fix electrocution displaying real name of disguised players (#20603)

* Organ fixes (#20488)

* Automatic changelog update

* Kettle medical rework (#20435)

* Initial try at medical rework for kettle

* Re-add decal decorations to Kettle's medical

* Add more lockers to kettle's med

* Actually upload kettle's map, not its proto

* Automatic changelog update

* Added blocked visuals to volumetric pump (#20610)

* Automatic changelog update

* Move TimedDespawn to engine (#20515)

* Update submodule to 163.0.0 (#20616)

* Remove v0.1 version number from local main menu screen (#20617)

* Remove cloneData parameter from AutoNetworkedField (#20596)

* Update submodule to 164.0.0 (#20618)

* fix cognizine ghost role (#20632)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Move ID layer one pixel to correct alignment (#20630)

* Update nukie hardsuit descriptions (#20529)

* Make holofans destructable (#20445)

* Automatic changelog update

* bowl is open (#20453)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Add TestPair.WaitCommand() (#20615)

* Rename ThreatPrototype and mark fields as required (#20611)

* Adjust hard bomb shape (#20608)

* dragon refactor, objectives and use GenericAntag (#20201)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Added generic empty liquids tank (#20563)

* Move view variables verb to the top of the list with no category and localize it (#20546)

* saltern update (#20325)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Fix followers leaking (#20643)

* Add Winter Boots (#20622)

* add

* fix prototype

* Add QM mantle (#20621)

* add

* fix prototype

* Automatic changelog update

* Slime mobs breathe nitrogen and resprite their organs (#20577)

* Slimes breathe nitrogen and resprite their organs

* ups

* mmm

* Automatic changelog update

* Fix the new lizard horn's consistency + issue (#20620)

* fix

* add

* Revert "add"

This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711.

* Add RandomHumanoidAppearance component to for space ninjas (#20605)

* Automatic changelog update

* Space cat breathes space (#20550)

* Space cat breathes space

Made Space Cat lungs ROBUST

* Made Space Cat's lungs ROBUST 2.0

* Automatic changelog update

* Wide anomaly locator (#20581)

* Add files via upload

* Add files via upload

* Add files via upload

* Add files via upload

* add textures

* fix encoding

* fix 2

* Automatic changelog update

* Fixed Telescopic Shield Lighting (#20650)

* Fixed Telescopic Shield Lighting Bug fix #20199

* no need for these at all

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Add a special hardsuit for nukie medic (#20471)

* Automatic changelog update

* Carry over other mutations when doing species mutation (#20551)

* Automatic changelog update

* Add Spanish accent to poncho and sombrero (#20377)

---------

Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: Psychpsyo <60073468+Psychpsyo@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
Co-authored-by: ravage <142820619+ravage123321@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: LEVELcat <68501903+LEVELcat@users.noreply.github.com>
Co-authored-by: Repo <47093363+Titian3@users.noreply.github.com>
Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com>
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
Co-authored-by: Doru991 <75124791+Doru991@users.noreply.github.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
Co-authored-by: Skarletto <122584947+Skarletto@users.noreply.github.com>
Co-authored-by: NULL882 <104377798+NULL882@users.noreply.github.com>
Co-authored-by: lunarcomets <140772713+lunarcomets@users.noreply.github.com>
Co-authored-by: Miro Kavaliou <miraslauk@gmail.com>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
Co-authored-by: Kacper Urbańczyk <kacperjaroslawurbanczyk@gmail.com>
Co-authored-by: TsjipTsjip <19798667+TsjipTsjip@users.noreply.github.com>
Co-authored-by: daerSeebaer <61566539+daerSeebaer@users.noreply.github.com>
Co-authored-by: Fluffiest Floofers <thebluewulf@gmail.com>
Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>
Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: Kevin Zheng <kevinz5000@gmail.com>
Co-authored-by: drteaspoon420 <87363733+drteaspoon420@users.noreply.github.com>
Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com>
Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com>
Co-authored-by: Kacper Urbańczyk <mikrel071204@gmail.com>
Co-authored-by: Tox Cruize <141375638+TexCruize@users.noreply.github.com>
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: Michael Cu <43478115+michaelcu@users.noreply.github.com>
2023-10-03 14:15:46 -05:00

506 lines
20 KiB
C#

using System.Diagnostics.CodeAnalysis;
using Content.Shared.Alert;
using Content.Shared.Mobs;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Rejuvenate;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Timing;
using Robust.Shared.Utility;
namespace Content.Shared.StatusEffect
{
public sealed class StatusEffectsSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly IComponentFactory _componentFactory = default!;
[Dependency] private readonly IGameTiming _gameTiming = default!;
[Dependency] private readonly AlertsSystem _alertsSystem = default!;
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>();
while (enumerator.MoveNext(out _, out var status))
{
foreach (var state in status.ActiveEffects.ToArray())
{
// if we're past the end point of the effect
if (curTime > state.Value.Cooldown.Item2)
{
TryRemoveStatusEffect(status.Owner, state.Key, status);
}
}
}
}
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 effect in component.ActiveEffects.Keys)
{
if (!state.ActiveEffects.ContainsKey(effect))
{
TryRemoveStatusEffect(uid, effect, component, remComp: false);
}
}
foreach (var (key, effect) in state.ActiveEffects)
{
// don't bother with anything if we already have it
if (component.ActiveEffects.ContainsKey(key))
{
component.ActiveEffects[key] = new(effect);
continue;
}
var time = effect.Cooldown.Item2 - effect.Cooldown.Item1;
TryAddStatusEffect(uid, key, time, true, component, effect.Cooldown.Item1);
component.ActiveEffects[key].RelevantComponent = effect.RelevantComponent;
// state handling should not add networked components, that is handled separately by the client game state manager.
}
}
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>
public bool TryAddStatusEffect<T>(EntityUid uid, string key, TimeSpan time, bool refresh,
StatusEffectsComponent? status = null)
where T : Component, new()
{
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 (!EntityManager.HasComponent<T>(uid))
{
var comp = EntityManager.AddComponent<T>(uid);
status.ActiveEffects[key].RelevantComponent = _componentFactory.GetComponentName(comp.GetType());
}
return true;
}
return false;
}
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 (!EntityManager.HasComponent(uid, _componentFactory.GetRegistration(component).Type))
{
// Fuck this shit I hate it
var newComponent = (Component) _componentFactory.GetComponent(component);
newComponent.Owner = uid;
EntityManager.AddComponent(uid, newComponent);
status.ActiveEffects[key].RelevantComponent = component;
}
return true;
}
return false;
}
/// <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>
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(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, AlertType 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>
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
&& _componentFactory.TryGetRegistration(state.RelevantComponent, out var registration))
{
var type = registration.Type;
EntityManager.RemoveComponent(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(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>
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(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>
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>
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 BeforeStatusEffectAddedEvent(key);
RaiseLocalEvent(uid, ref ev);
if (ev.Cancelled)
return false;
if (!_prototypeManager.TryIndex<StatusEffectPrototype>(key, out var proto))
return false;
if (!status.AllowedEffects.Contains(key) && !proto.AlwaysAllowed)
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>
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(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>
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(status);
return true;
}
/// <summary>
/// Use if you want to set a cooldown directly.
/// </summary>
/// <remarks>
/// 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(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;
}
}
}