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* Initial decoupling of main mutation table from mutation level - levels are now stored on a per-table basis. * Changes to allow for multiple chem tables * Update to use specified chemicals for random mutations * swapped some tryindex to index because they should be validated by the yaml * Fixes for Pok * oops refactoring miss * Make a copy before iterating mutation levels so it doesn't break if mutations mutate in the future. * yamls capitalization * review * Update RandomPlantMutationListPrototype.cs * refactor: whitespaces + remove excessive allocations --------- Co-authored-by: Pok245 <113675512+Pok27@users.noreply.github.com> Co-authored-by: Fildrance <fildrance@gmail.com>
34 lines
1.2 KiB
C#
34 lines
1.2 KiB
C#
using Content.Shared.Botany.Components;
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using Content.Shared.Botany.Systems;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects.Botany.PlantAttributes;
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/// <summary>
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/// Entity effect that adjusts the mutation level of a plant.
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/// </summary>
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/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
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public sealed partial class PlantAdjustMutationLevelEntityEffectSystem : EntityEffectSystem<PlantComponent, PlantAdjustMutationLevel>
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{
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[Dependency] private PlantHolderSystem _plantHolder = default!;
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protected override void Effect(Entity<PlantComponent> entity, ref EntityEffectEvent<PlantAdjustMutationLevel> args)
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{
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if (_plantHolder.IsDead(entity.Owner))
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return;
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_plantHolder.AdjustsMutationLevel(entity.Owner, args.Effect.MutationTable, args.Effect.Amount);
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}
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}
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/// <inheritdoc cref="EntityEffect"/>
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public sealed partial class PlantAdjustMutationLevel : BasePlantAdjustAttribute<PlantAdjustMutationLevel>
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{
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/// <summary>
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/// The mutation table whose level is adjusted.
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/// </summary>
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[DataField(required: true)]
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public ProtoId<RandomPlantMutationListPrototype> MutationTable;
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public override string GuidebookAttributeName { get; set; } = "plant-attribute-mutation-level";
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}
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