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- using Content.Shared.EntityEffects;
- using Robust.Shared.Prototypes;
- namespace Content.Server.EntityEffects.EffectConditions;
- /// <summary>
- /// Requires the solution to be above or below a certain temperature.
- /// Used for things like explosives.
- /// </summary>
- public sealed partial class SolutionTemperature : EntityEffectCondition
- {
- [DataField]
- public float Min = 0.0f;
- [DataField]
- public float Max = float.PositiveInfinity;
- public override bool Condition(EntityEffectBaseArgs args)
- {
- if (args is EntityEffectReagentArgs reagentArgs)
- {
- if (reagentArgs.Source == null)
- return false;
- if (reagentArgs.Source.Temperature < Min)
- return false;
- if (reagentArgs.Source.Temperature > Max)
- return false;
- return true;
- }
- // TODO: Someone needs to figure out how to do this for non-reagent effects.
- throw new NotImplementedException();
- }
- public override string GuidebookExplanation(IPrototypeManager prototype)
- {
- return Loc.GetString("reagent-effect-condition-guidebook-solution-temperature",
- ("max", float.IsPositiveInfinity(Max) ? (float) int.MaxValue : Max),
- ("min", Min));
- }
- }
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