Files
tbd-station-14/Content.Shared/EntityEffects/Effects/Body/ModifyBloodLevelEntityEffectSystem.cs
Princess Cheeseballs 4059c29ebc Entity effects ECS refactor (#40580)
* 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>
2025-10-12 21:23:42 +00:00

35 lines
1.4 KiB
C#

using Content.Shared.Body.Components;
using Content.Shared.Body.Systems;
using Content.Shared.FixedPoint;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects.Body;
/// <summary>
/// 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.
/// </summary>
/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
public sealed partial class ModifyBloodLevelEntityEffectSystem : EntityEffectSystem<BloodstreamComponent, ModifyBloodLevel>
{
[Dependency] private readonly SharedBloodstreamSystem _bloodstream = default!;
protected override void Effect(Entity<BloodstreamComponent> entity, ref EntityEffectEvent<ModifyBloodLevel> args)
{
_bloodstream.TryModifyBloodLevel(entity.AsNullable(), args.Effect.Amount * args.Scale);
}
}
/// <inheritdoc cref="EntityEffect"/>
public sealed partial class ModifyBloodLevel : EntityEffectBase<ModifyBloodLevel>
{
/// <summary>
/// Amount of bleed we're applying or removing if negative.
/// </summary>
[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())));
}