mirror of
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* 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>
506 lines
20 KiB
C#
506 lines
20 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Alert;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Rejuvenate;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Shared.StatusEffect
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{
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public sealed class StatusEffectsSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IComponentFactory _componentFactory = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly AlertsSystem _alertsSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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UpdatesOutsidePrediction = true;
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SubscribeLocalEvent<StatusEffectsComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<StatusEffectsComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<StatusEffectsComponent, RejuvenateEvent>(OnRejuvenate);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var curTime = _gameTiming.CurTime;
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var enumerator = EntityQueryEnumerator<ActiveStatusEffectsComponent, StatusEffectsComponent>();
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while (enumerator.MoveNext(out _, out var status))
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{
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foreach (var state in status.ActiveEffects.ToArray())
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{
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// if we're past the end point of the effect
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if (curTime > state.Value.Cooldown.Item2)
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{
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TryRemoveStatusEffect(status.Owner, state.Key, status);
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}
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}
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}
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}
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private void OnGetState(EntityUid uid, StatusEffectsComponent component, ref ComponentGetState args)
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{
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// Using new(...) To avoid mispredictions due to MergeImplicitData. This will mean the server-side code is
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// slightly slower, and really this function should just be overridden by the client...
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args.State = new StatusEffectsComponentState(new(component.ActiveEffects), new(component.AllowedEffects));
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}
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private void OnHandleState(EntityUid uid, StatusEffectsComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not StatusEffectsComponentState state)
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return;
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component.AllowedEffects.Clear();
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component.AllowedEffects.AddRange(state.AllowedEffects);
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// Remove non-existent effects.
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foreach (var effect in component.ActiveEffects.Keys)
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{
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if (!state.ActiveEffects.ContainsKey(effect))
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{
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TryRemoveStatusEffect(uid, effect, component, remComp: false);
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}
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}
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foreach (var (key, effect) in state.ActiveEffects)
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{
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// don't bother with anything if we already have it
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if (component.ActiveEffects.ContainsKey(key))
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{
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component.ActiveEffects[key] = new(effect);
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continue;
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}
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var time = effect.Cooldown.Item2 - effect.Cooldown.Item1;
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TryAddStatusEffect(uid, key, time, true, component, effect.Cooldown.Item1);
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component.ActiveEffects[key].RelevantComponent = effect.RelevantComponent;
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// state handling should not add networked components, that is handled separately by the client game state manager.
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}
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}
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private void OnRejuvenate(EntityUid uid, StatusEffectsComponent component, RejuvenateEvent args)
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{
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TryRemoveAllStatusEffects(uid, component);
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}
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/// <summary>
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/// Tries to add a status effect to an entity, with a given component added as well.
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/// </summary>
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/// <param name="uid">The entity to add the effect to.</param>
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/// <param name="key">The status effect ID to add.</param>
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/// <param name="time">How long the effect should last for.</param>
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/// <param name="refresh">The status effect cooldown should be refreshed (true) or accumulated (false).</param>
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/// <param name="status">The status effects component to change, if you already have it.</param>
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/// <returns>False if the effect could not be added or the component already exists, true otherwise.</returns>
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/// <typeparam name="T">The component type to add and remove from the entity.</typeparam>
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public bool TryAddStatusEffect<T>(EntityUid uid, string key, TimeSpan time, bool refresh,
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StatusEffectsComponent? status = null)
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where T : Component, new()
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{
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if (!Resolve(uid, ref status, false))
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return false;
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if (TryAddStatusEffect(uid, key, time, refresh, status))
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{
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// If they already have the comp, we just won't bother updating anything.
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if (!EntityManager.HasComponent<T>(uid))
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{
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var comp = EntityManager.AddComponent<T>(uid);
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status.ActiveEffects[key].RelevantComponent = _componentFactory.GetComponentName(comp.GetType());
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}
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return true;
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}
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return false;
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}
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public bool TryAddStatusEffect(EntityUid uid, string key, TimeSpan time, bool refresh, string component,
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StatusEffectsComponent? status = null)
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{
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if (!Resolve(uid, ref status, false))
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return false;
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if (TryAddStatusEffect(uid, key, time, refresh, status))
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{
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// If they already have the comp, we just won't bother updating anything.
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if (!EntityManager.HasComponent(uid, _componentFactory.GetRegistration(component).Type))
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{
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// Fuck this shit I hate it
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var newComponent = (Component) _componentFactory.GetComponent(component);
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newComponent.Owner = uid;
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EntityManager.AddComponent(uid, newComponent);
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status.ActiveEffects[key].RelevantComponent = component;
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}
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return true;
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}
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return false;
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}
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/// <summary>
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/// Tries to add a status effect to an entity with a certain timer.
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/// </summary>
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/// <param name="uid">The entity to add the effect to.</param>
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/// <param name="key">The status effect ID to add.</param>
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/// <param name="time">How long the effect should last for.</param>
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/// <param name="refresh">The status effect cooldown should be refreshed (true) or accumulated (false).</param>
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/// <param name="status">The status effects component to change, if you already have it.</param>
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/// <param name="startTime">The time at which the status effect started. This exists mostly for prediction
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/// resetting.</param>
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/// <returns>False if the effect could not be added, or if the effect already existed.</returns>
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/// <remarks>
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/// This obviously does not add any actual 'effects' on its own. Use the generic overload,
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/// which takes in a component type, if you want to automatically add and remove a component.
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///
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/// If the effect already exists, it will simply replace the cooldown with the new one given.
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/// If you want special 'effect merging' behavior, do it your own damn self!
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/// </remarks>
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public bool TryAddStatusEffect(EntityUid uid, string key, TimeSpan time, bool refresh,
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StatusEffectsComponent? status = null, TimeSpan? startTime = null)
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{
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if (!Resolve(uid, ref status, false))
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return false;
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if (!CanApplyEffect(uid, key, status))
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return false;
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// we already checked if it has the index in CanApplyEffect so a straight index and not tryindex here
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// is fine
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var proto = _prototypeManager.Index<StatusEffectPrototype>(key);
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var start = startTime ?? _gameTiming.CurTime;
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(TimeSpan, TimeSpan) cooldown = (start, start + time);
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if (HasStatusEffect(uid, key, status))
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{
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status.ActiveEffects[key].CooldownRefresh = refresh;
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if (refresh)
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{
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//Making sure we don't reset a longer cooldown by applying a shorter one.
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if ((status.ActiveEffects[key].Cooldown.Item2 - _gameTiming.CurTime) < time)
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{
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//Refresh cooldown time.
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status.ActiveEffects[key].Cooldown = cooldown;
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}
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}
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else
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{
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//Accumulate cooldown time.
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status.ActiveEffects[key].Cooldown.Item2 += time;
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}
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}
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else
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{
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status.ActiveEffects.Add(key, new StatusEffectState(cooldown, refresh, null));
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EnsureComp<ActiveStatusEffectsComponent>(uid);
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}
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if (proto.Alert != null)
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{
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var cooldown1 = GetAlertCooldown(uid, proto.Alert.Value, status);
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_alertsSystem.ShowAlert(uid, proto.Alert.Value, null, cooldown1);
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}
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Dirty(status);
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RaiseLocalEvent(uid, new StatusEffectAddedEvent(uid, key));
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return true;
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}
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/// <summary>
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/// Finds the maximum cooldown among all status effects with the same alert
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/// </summary>
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/// <remarks>
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/// This is mostly for stuns, since Stun and Knockdown share an alert key. Other times this pretty much
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/// will not be useful.
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/// </remarks>
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private (TimeSpan, TimeSpan)? GetAlertCooldown(EntityUid uid, AlertType alert, StatusEffectsComponent status)
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{
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(TimeSpan, TimeSpan)? maxCooldown = null;
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foreach (var kvp in status.ActiveEffects)
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{
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var proto = _prototypeManager.Index<StatusEffectPrototype>(kvp.Key);
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if (proto.Alert == alert)
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{
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if (maxCooldown == null || kvp.Value.Cooldown.Item2 > maxCooldown.Value.Item2)
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{
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maxCooldown = kvp.Value.Cooldown;
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}
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}
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}
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return maxCooldown;
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}
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/// <summary>
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/// Attempts to remove a status effect from an entity.
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/// </summary>
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/// <param name="uid">The entity to remove an effect from.</param>
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/// <param name="key">The effect ID to remove.</param>
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/// <param name="status">The status effects component to change, if you already have it.</param>
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/// <param name="remComp">If true, status effect removal will also remove the relevant component. This option
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/// exists mostly for prediction resetting.</param>
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/// <returns>False if the effect could not be removed, true otherwise.</returns>
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/// <remarks>
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/// Obviously this doesn't automatically clear any effects a status effect might have.
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/// That's up to the removed component to handle itself when it's removed.
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/// </remarks>
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public bool TryRemoveStatusEffect(EntityUid uid, string key,
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StatusEffectsComponent? status = null, bool remComp = true)
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{
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if (!Resolve(uid, ref status, false))
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return false;
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if (!status.ActiveEffects.ContainsKey(key))
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return false;
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if (!_prototypeManager.TryIndex<StatusEffectPrototype>(key, out var proto))
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return false;
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var state = status.ActiveEffects[key];
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// There are cases where a status effect component might be server-only, so TryGetRegistration...
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if (remComp
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&& state.RelevantComponent != null
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&& _componentFactory.TryGetRegistration(state.RelevantComponent, out var registration))
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{
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var type = registration.Type;
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EntityManager.RemoveComponent(uid, type);
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}
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if (proto.Alert != null)
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{
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_alertsSystem.ClearAlert(uid, proto.Alert.Value);
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}
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status.ActiveEffects.Remove(key);
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if (status.ActiveEffects.Count == 0)
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{
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RemComp<ActiveStatusEffectsComponent>(uid);
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}
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Dirty(status);
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RaiseLocalEvent(uid, new StatusEffectEndedEvent(uid, key));
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return true;
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}
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/// <summary>
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/// Tries to remove all status effects from a given entity.
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/// </summary>
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/// <param name="uid">The entity to remove effects from.</param>
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/// <param name="status">The status effects component to change, if you already have it.</param>
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/// <returns>False if any status effects failed to be removed, true if they all did.</returns>
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public bool TryRemoveAllStatusEffects(EntityUid uid,
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StatusEffectsComponent? status = null)
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{
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if (!Resolve(uid, ref status, false))
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return false;
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bool failed = false;
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foreach (var effect in status.ActiveEffects)
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{
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if (!TryRemoveStatusEffect(uid, effect.Key, status))
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failed = true;
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}
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Dirty(status);
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return failed;
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}
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/// <summary>
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/// Returns whether a given entity has the status effect active.
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/// </summary>
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/// <param name="uid">The entity to check on.</param>
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/// <param name="key">The status effect ID to check for</param>
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/// <param name="status">The status effect component, should you already have it.</param>
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public bool HasStatusEffect(EntityUid uid, string key,
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StatusEffectsComponent? status = null)
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{
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if (!Resolve(uid, ref status, false))
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return false;
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if (!status.ActiveEffects.ContainsKey(key))
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return false;
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return true;
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}
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/// <summary>
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/// Returns whether a given entity can have a given effect applied to it.
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/// </summary>
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/// <param name="uid">The entity to check on.</param>
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/// <param name="key">The status effect ID to check for</param>
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/// <param name="status">The status effect component, should you already have it.</param>
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public bool CanApplyEffect(EntityUid uid, string key,
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StatusEffectsComponent? status = null)
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{
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// don't log since stuff calling this prolly doesn't care if we don't actually have it
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|
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;
|
|
}
|
|
}
|
|
}
|