* 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>
115 lines
4.0 KiB
C#
115 lines
4.0 KiB
C#
using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.FixedPoint;
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using Content.Shared.Localizations;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Shared.EntityEffects.Effects;
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/// <summary>
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/// Evenly adjust the damage types in a damage group by up to a specified total on this entity.
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/// Total adjustment is modified by scale.
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/// </summary>
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/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
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public sealed partial class EvenHealthChangeEntityEffectSystem : EntityEffectSystem<DamageableComponent, EvenHealthChange>
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{
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly IPrototypeManager _proto = default!;
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protected override void Effect(Entity<DamageableComponent> entity, ref EntityEffectEvent<EvenHealthChange> args)
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{
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var damageSpec = new DamageSpecifier();
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foreach (var (group, amount) in args.Effect.Damage)
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{
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var groupProto = _proto.Index(group);
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var groupDamage = new Dictionary<string, FixedPoint2>();
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foreach (var damageId in groupProto.DamageTypes)
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{
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var damageAmount = entity.Comp.Damage.DamageDict.GetValueOrDefault(damageId);
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if (damageAmount != FixedPoint2.Zero)
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groupDamage.Add(damageId, damageAmount);
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}
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var sum = groupDamage.Values.Sum();
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foreach (var (damageId, damageAmount) in groupDamage)
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{
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var existing = damageSpec.DamageDict.GetOrNew(damageId);
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damageSpec.DamageDict[damageId] = existing + damageAmount / sum * amount;
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}
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}
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damageSpec *= args.Scale;
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_damageable.TryChangeDamage(
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entity,
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damageSpec,
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args.Effect.IgnoreResistances,
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interruptsDoAfters: false,
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damageable: entity.Comp);
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}
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}
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/// <inheritdoc cref="EntityEffect"/>
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public sealed partial class EvenHealthChange : EntityEffectBase<EvenHealthChange>
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{
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/// <summary>
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/// Damage to heal, collected into entire damage groups.
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/// </summary>
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[DataField(required: true)]
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public Dictionary<ProtoId<DamageGroupPrototype>, FixedPoint2> Damage = new();
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/// <summary>
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/// Should this effect ignore damage modifiers?
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/// </summary>
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[DataField]
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public bool IgnoreResistances = true;
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public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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{
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var damages = new List<string>();
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var heals = false;
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var deals = false;
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var damagableSystem = entSys.GetEntitySystem<DamageableSystem>();
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var universalReagentDamageModifier = damagableSystem.UniversalReagentDamageModifier;
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var universalReagentHealModifier = damagableSystem.UniversalReagentHealModifier;
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foreach (var (group, amount) in Damage)
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{
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var groupProto = prototype.Index(group);
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var sign = FixedPoint2.Sign(amount);
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float mod;
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switch (sign)
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{
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case < 0:
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heals = true;
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mod = universalReagentHealModifier;
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break;
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case > 0:
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deals = true;
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mod = universalReagentDamageModifier;
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break;
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default:
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continue; // Don't need to show damage types of 0...
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}
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damages.Add(
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Loc.GetString("health-change-display",
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("kind", groupProto.LocalizedName),
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("amount", MathF.Abs(amount.Float() * mod)),
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("deltasign", sign)
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));
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}
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var healsordeals = heals ? deals ? "both" : "heals" : deals ? "deals" : "none";
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return Loc.GetString("entity-effect-guidebook-even-health-change",
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("chance", Probability),
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("changes", ContentLocalizationManager.FormatList(damages)),
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("healsordeals", healsordeals));
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}
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}
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