* LOCKED THE FUCK IN * Forgot this little fella * Crying * All entity effects ported, needs cleanup still * Commit * HEHEHEHAW * Shelve for now * fixe * Big * First big chunk of changes * Big if true * Commit * IT BUILDS!!! * Fix LINTER fails * Cleanup * Scale working, cut down on some evil code * Delete old Entity Effects * Accidentally breaking shit by fixing bugs * Fix a bunch of effects not working * Fix reagent thresholds * Update damage * Wait don't change the gas metabolisms A * Cleanup * more fixes * Eh * Misc fixes and jank * Remove two things, add bullshit, change condition to inverted * Remove unused "Shared" system structure * Namespace fix * merge conflicts/cleanup * More fixes * Guidebook text begins * Shelve * Push * More shit to push * Fix * Fix merg conflicts * BLOOD FOR THE BLOOD GOD!!! * Mild cleanup and lists * Fix localization and comments * Shuffle localization around a bit. * All done? * Nearly everything * Is this the end? * Whoops forgot to remove that TODO * Get rid of some warnings for good measure... * It's done * Should make those virtual in case we want to override them tbqh... * Update Content.Shared/EntityEffects/Effects/Botany/PlantAttributes/PlantDestroySeeds.cs Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com> * Fix test fails real * Add to codeowners * Documentation to everything * Forgot to push whoops * Standardize Condition names * Fix up metabolism a little as a treat * review * add IsServer checks --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: Pok <113675512+Pok27@users.noreply.github.com>
92 lines
3.3 KiB
C#
92 lines
3.3 KiB
C#
using Content.Shared.Damage;
|
|
using Content.Shared.Damage.Prototypes;
|
|
using Content.Shared.FixedPoint;
|
|
using Content.Shared.Localizations;
|
|
using Robust.Shared.Prototypes;
|
|
|
|
namespace Content.Shared.EntityEffects.Effects;
|
|
|
|
/// <summary>
|
|
/// Adjust the damages on this entity by specified amounts.
|
|
/// Amounts are modified by scale.
|
|
/// </summary>
|
|
/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
|
|
public sealed partial class HealthChangeEntityEffectSystem : EntityEffectSystem<DamageableComponent, HealthChange>
|
|
{
|
|
[Dependency] private readonly DamageableSystem _damageable = default!;
|
|
|
|
protected override void Effect(Entity<DamageableComponent> entity, ref EntityEffectEvent<HealthChange> args)
|
|
{
|
|
var damageSpec = new DamageSpecifier(args.Effect.Damage);
|
|
|
|
damageSpec *= args.Scale;
|
|
|
|
_damageable.TryChangeDamage(
|
|
entity,
|
|
damageSpec,
|
|
args.Effect.IgnoreResistances,
|
|
interruptsDoAfters: false);
|
|
}
|
|
}
|
|
|
|
/// <inheritdoc cref="EntityEffect"/>
|
|
public sealed partial class HealthChange : EntityEffectBase<HealthChange>
|
|
{
|
|
/// <summary>
|
|
/// Damage to apply every cycle. Damage Ignores resistances.
|
|
/// </summary>
|
|
[DataField(required: true)]
|
|
public DamageSpecifier Damage = default!;
|
|
|
|
[DataField]
|
|
public bool IgnoreResistances = true;
|
|
|
|
public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
|
|
{
|
|
var damages = new List<string>();
|
|
var heals = false;
|
|
var deals = false;
|
|
|
|
var damageSpec = new DamageSpecifier(Damage);
|
|
|
|
var universalReagentDamageModifier = entSys.GetEntitySystem<DamageableSystem>().UniversalReagentDamageModifier;
|
|
var universalReagentHealModifier = entSys.GetEntitySystem<DamageableSystem>().UniversalReagentHealModifier;
|
|
|
|
damageSpec = entSys.GetEntitySystem<DamageableSystem>().ApplyUniversalAllModifiers(damageSpec);
|
|
|
|
foreach (var (kind, amount) in damageSpec.DamageDict)
|
|
{
|
|
var sign = FixedPoint2.Sign(amount);
|
|
float mod;
|
|
|
|
switch (sign)
|
|
{
|
|
case < 0:
|
|
heals = true;
|
|
mod = universalReagentHealModifier;
|
|
break;
|
|
case > 0:
|
|
deals = true;
|
|
mod = universalReagentDamageModifier;
|
|
break;
|
|
default:
|
|
continue; // Don't need to show damage types of 0...
|
|
}
|
|
|
|
damages.Add(
|
|
Loc.GetString("health-change-display",
|
|
("kind", prototype.Index<DamageTypePrototype>(kind).LocalizedName),
|
|
("amount", MathF.Abs(amount.Float() * mod)),
|
|
("deltasign", sign)
|
|
));
|
|
}
|
|
|
|
var healsordeals = heals ? (deals ? "both" : "heals") : (deals ? "deals" : "none");
|
|
|
|
return Loc.GetString("entity-effect-guidebook-health-change",
|
|
("chance", Probability),
|
|
("changes", ContentLocalizationManager.FormatList(damages)),
|
|
("healsordeals", healsordeals));
|
|
}
|
|
}
|