6
2025-11-07 12:32:48 +03:00

40 lines
1.2 KiB
C#

using Robust.Shared.Prototypes;
namespace Content.Shared.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));
}
}