using Content.Shared.Eye.Blinding.Systems;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects.Body;
///
/// Modifies eye damage by a given amount, modified by scale, floored to an integer.
///
///
public sealed partial class EyeDamageEntityEffectSystem : EntityEffectSystem
{
[Dependency] private readonly BlindableSystem _blindable = default!;
protected override void Effect(Entity entity, ref EntityEffectEvent args)
{
var amount = (int) Math.Floor(args.Effect.Amount * args.Scale);
_blindable.AdjustEyeDamage(entity.Owner, amount);
}
}
///
public sealed partial class EyeDamage : EntityEffectBase
{
///
/// The amount of eye damage we're adding or removing
///
[DataField]
public int Amount = -1;
public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString("entity-effect-guidebook-eye-damage", ("chance", Probability), ("deltasign", MathF.Sign(Amount)));
}