using Content.Shared.Body.Components;
using Content.Shared.Body.Systems;
using Content.Shared.FixedPoint;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects.Body;
///
/// Modifies the amount of blood in this entity's bloodstream by a given amount multiplied by scale.
/// This effect can increase or decrease blood level.
///
///
public sealed partial class ModifyBloodLevelEntityEffectSystem : EntityEffectSystem
{
[Dependency] private readonly SharedBloodstreamSystem _bloodstream = default!;
protected override void Effect(Entity entity, ref EntityEffectEvent args)
{
_bloodstream.TryModifyBloodLevel(entity.AsNullable(), args.Effect.Amount * args.Scale);
}
}
///
public sealed partial class ModifyBloodLevel : EntityEffectBase
{
///
/// Amount of bleed we're applying or removing if negative.
///
[DataField]
public FixedPoint2 Amount = 1.0f;
public override string? EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString("entity-effect-guidebook-modify-blood-level", ("chance", Probability), ("deltasign", MathF.Sign(Amount.Float())));
}