CatStation/Content.Shared/EntityEffects/Effects/StatusEffects/GenericStatusEffectEntityEffectSystem.cs
Ewanderer d7f7a91183
Documentation of e api (#44395)
* documentation pass on content.server -> E!

* APi pass on content.server for the E folder.

* documentation pass on content.shared for e.

* Apply suggestions from code review

Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>

* Apply suggestions from code review

Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>

* fixing documentation according to review part 1.

* typo

* Very minor fixes

* And a short explanation about EUI

---------

Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
Co-authored-by: SlamBamActionman <slambamactionman@gmail.com>
2026-07-01 08:38:04 +00:00

73 lines
2.7 KiB
C#

using Content.Shared.StatusEffect;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects.StatusEffects;
/// <summary>
/// Applies a Generic Status Effect to this entity, which is a timed Component.
/// The amount of time the Component is applied is modified by scale.
/// </summary>
/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
[Obsolete("Use ModifyStatusEffect instead")]
public sealed partial class GenericStatusEffectEntityEffectSystem : EntityEffectSystem<MetaDataComponent, GenericStatusEffect>
{
[Dependency] private StatusEffectsSystem _status = default!;
protected override void Effect(Entity<MetaDataComponent> entity, ref EntityEffectEvent<GenericStatusEffect> args)
{
var time = args.Effect.Time * args.Scale;
switch (args.Effect.Type)
{
case StatusEffectMetabolismType.Update:
if (args.Effect.Component != String.Empty)
_status.TryAddStatusEffect(entity, args.Effect.Key, time, true, args.Effect.Component);
break;
case StatusEffectMetabolismType.Add:
if (args.Effect.Component != String.Empty)
_status.TryAddStatusEffect(entity, args.Effect.Key, time, false, args.Effect.Component);
break;
case StatusEffectMetabolismType.Remove:
_status.TryRemoveTime(entity, args.Effect.Key, time);
break;
case StatusEffectMetabolismType.Set:
_status.TrySetTime(entity, args.Effect.Key, time);
break;
}
}
}
/// <inheritdoc cref="EntityEffect"/>
public sealed partial class GenericStatusEffect : EntityEffectBase<GenericStatusEffect>
{
/// <summary>
/// Identifier key for the status effect.
/// </summary>
[DataField(required: true)]
public string Key = default!;
/// <summary>
/// Name of the component reflecting this status effect.
/// </summary>
[DataField]
public string Component = String.Empty;
/// <summary>
/// Duraction of the effect.
/// </summary>
[DataField]
public TimeSpan Time = TimeSpan.FromSeconds(2f);
/// <summary>
/// Should this effect add the status effect, remove time from it, or set its cooldown?
/// </summary>
[DataField]
public StatusEffectMetabolismType Type = StatusEffectMetabolismType.Update;
public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys) => Loc.GetString(
"entity-effect-guidebook-status-effect-old",
("chance", Probability),
("type", Type),
("time", Time.TotalSeconds),
("key", $"entity-effect-status-effect-{Key}"));
}