[Bugfix] Fix topical self healing time multiplier not working (#39883)
* Commit * Fix 2 * Prettier --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
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@@ -112,9 +112,17 @@ public sealed class HealingSystem : EntitySystem
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// Logic to determine the whether or not to repeat the healing action
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args.Repeat = HasDamage((args.Used.Value, healing), target) && !dontRepeat;
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if (!args.Repeat && !dontRepeat)
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_popupSystem.PopupClient(Loc.GetString("medical-item-finished-using", ("item", args.Used)), target.Owner, args.User);
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args.Handled = true;
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if (!args.Repeat)
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{
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_popupSystem.PopupClient(Loc.GetString("medical-item-finished-using", ("item", args.Used)), target.Owner, args.User);
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return;
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}
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// Update our self heal delay so it shortens as we heal more damage.
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if (args.User == target.Owner)
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args.Args.Delay = healing.Delay * GetScaledHealingPenalty(target.Owner, healing.SelfHealPenaltyMultiplier);
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}
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private bool HasDamage(Entity<HealingComponent> healing, Entity<DamageableComponent> target)
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@@ -203,7 +211,7 @@ public sealed class HealingSystem : EntitySystem
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var delay = isNotSelf
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? healing.Comp.Delay
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: healing.Comp.Delay * GetScaledHealingPenalty(healing);
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: healing.Comp.Delay * GetScaledHealingPenalty(target, healing.Comp.SelfHealPenaltyMultiplier);
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var doAfterEventArgs =
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new DoAfterArgs(EntityManager, user, delay, new HealingDoAfterEvent(), target, target: target, used: healing)
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@@ -222,21 +230,21 @@ public sealed class HealingSystem : EntitySystem
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/// <summary>
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/// Scales the self-heal penalty based on the amount of damage taken
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="component"></param>
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/// <returns></returns>
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public float GetScaledHealingPenalty(Entity<HealingComponent> healing)
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/// <param name="ent">Entity we're healing</param>
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/// <param name="mod">Maximum modifier we can have.</param>
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/// <returns>Modifier we multiply our healing time by</returns>
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public float GetScaledHealingPenalty(Entity<DamageableComponent?, MobThresholdsComponent?> ent, float mod)
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{
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var output = healing.Comp.Delay;
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if (!TryComp<MobThresholdsComponent>(healing, out var mobThreshold) ||
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!TryComp<DamageableComponent>(healing, out var damageable))
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return output;
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if (!_mobThresholdSystem.TryGetThresholdForState(healing, MobState.Critical, out var amount, mobThreshold))
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if (!Resolve(ent, ref ent.Comp1, ref ent.Comp2, false))
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return mod;
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if (!_mobThresholdSystem.TryGetThresholdForState(ent, MobState.Critical, out var amount, ent.Comp2))
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return 1;
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var percentDamage = (float)(damageable.TotalDamage / amount);
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var percentDamage = (float)(ent.Comp1.TotalDamage / amount);
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//basically make it scale from 1 to the multiplier.
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var modifier = percentDamage * (healing.Comp.SelfHealPenaltyMultiplier - 1) + 1;
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return Math.Max(modifier, 1);
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var output = percentDamage * (mod - 1) + 1;
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return Math.Max(output, 1);
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}
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}
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