using Content.Shared.Electrocution;
using Content.Shared.StatusEffect;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects.StatusEffects;
// TODO: When Electrocution is moved to new Status, make this use StatusEffectsContainerComponent.
///
/// Electrocutes this entity for a given amount of damage and time.
/// The shock damage applied by this effect is modified by scale.
///
///
public sealed partial class ElectrocuteEntityEffectSystem : EntityEffectSystem
{
[Dependency] private readonly SharedElectrocutionSystem _electrocution = default!;
// TODO: When electrocution is new status, change this to new status
protected override void Effect(Entity entity, ref EntityEffectEvent args)
{
var effect = args.Effect;
_electrocution.TryDoElectrocution(entity, null, (int)(args.Scale * effect.ShockDamage), effect.ElectrocuteTime, effect.Refresh, ignoreInsulation: effect.BypassInsulation);
}
}
///
public sealed partial class Electrocute : EntityEffectBase
{
///
/// Time we electrocute this entity
///
[DataField] public TimeSpan ElectrocuteTime = TimeSpan.FromSeconds(2);
///
/// Shock damage we apply to the entity.
///
[DataField] public int ShockDamage = 5;
///
/// Do we refresh the duration? Or add more duration if it already exists.
///
[DataField] public bool Refresh = true;
///
/// Should we by bypassing insulation?
///
[DataField] public bool BypassInsulation = true;
public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString("entity-effect-guidebook-electrocute", ("chance", Probability), ("time", ElectrocuteTime.TotalSeconds));
}