* Move entity effects to shared * relocate spawning to server * Generic version of EntityEffect for just raising event. * genericise everything * oops forgot to push you * some condensation * finish rebas * unwhite the space * oops forgot nuke * bad rebase fix * useless annotations begone --------- Co-authored-by: EmoGarbage404 <retron404@gmail.com>
35 lines
1015 B
C#
35 lines
1015 B
C#
using Content.Shared.EntityEffects;
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.EffectConditions;
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public sealed partial class TotalDamage : EntityEffectCondition
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{
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[DataField]
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public FixedPoint2 Max = FixedPoint2.MaxValue;
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[DataField]
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public FixedPoint2 Min = FixedPoint2.Zero;
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public override bool Condition(EntityEffectBaseArgs args)
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{
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if (args.EntityManager.TryGetComponent(args.TargetEntity, out DamageableComponent? damage))
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{
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var total = damage.TotalDamage;
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if (total > Min && total < Max)
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return true;
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}
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return false;
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}
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public override string GuidebookExplanation(IPrototypeManager prototype)
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{
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return Loc.GetString("reagent-effect-condition-guidebook-total-damage",
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("max", Max == FixedPoint2.MaxValue ? (float) int.MaxValue : Max.Float()),
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("min", Min.Float()));
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}
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}
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