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crystall-punk-14/Content.Shared/EntityEffects/Effects/HealthChange.cs

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using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.EntityEffects;
using Content.Shared.FixedPoint;
using Content.Shared.Localizations;
using Robust.Shared.Prototypes;
using System.Linq;
using System.Text.Json.Serialization;
namespace Content.Shared.EntityEffects.Effects
{
/// <summary>
/// Default metabolism used for medicine reagents.
/// </summary>
public sealed partial class HealthChange : EntityEffect
{
/// <summary>
/// Damage to apply every cycle. Damage Ignores resistances.
/// </summary>
[DataField(required: true)]
[JsonPropertyName("damage")]
ECS damageable (#4529) * ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
2021-09-15 03:07:37 +10:00
public DamageSpecifier Damage = default!;
/// <summary>
/// Should this effect scale the damage by the amount of chemical in the solution?
/// Useful for touch reactions, like styptic powder or acid.
/// Only usable if the EntityEffectBaseArgs is an EntityEffectReagentArgs.
/// </summary>
[DataField]
[JsonPropertyName("scaleByQuantity")]
public bool ScaleByQuantity;
[DataField]
[JsonPropertyName("ignoreResistances")]
public bool IgnoreResistances = true;
protected override string ReagentEffectGuidebookText(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;
if (universalReagentDamageModifier != 1 || universalReagentHealModifier != 1)
{
foreach (var (type, val) in damageSpec.DamageDict)
{
if (val < 0f)
{
damageSpec.DamageDict[type] = val * universalReagentHealModifier;
}
if (val > 0f)
{
damageSpec.DamageDict[type] = val * universalReagentDamageModifier;
}
}
}
damageSpec = entSys.GetEntitySystem<DamageableSystem>().ApplyUniversalAllModifiers(damageSpec);
foreach (var (kind, amount) in damageSpec.DamageDict)
{
var sign = FixedPoint2.Sign(amount);
if (sign < 0)
heals = true;
if (sign > 0)
deals = true;
damages.Add(
Loc.GetString("health-change-display",
("kind", prototype.Index<DamageTypePrototype>(kind).LocalizedName),
("amount", MathF.Abs(amount.Float())),
("deltasign", sign)
));
}
var healsordeals = heals ? (deals ? "both" : "heals") : (deals ? "deals" : "none");
return Loc.GetString("reagent-effect-guidebook-health-change",
("chance", Probability),
("changes", ContentLocalizationManager.FormatList(damages)),
("healsordeals", healsordeals));
}
public override void Effect(EntityEffectBaseArgs args)
{
var scale = FixedPoint2.New(1);
var damageSpec = new DamageSpecifier(Damage);
if (args is EntityEffectReagentArgs reagentArgs)
{
scale = ScaleByQuantity ? reagentArgs.Quantity * reagentArgs.Scale : reagentArgs.Scale;
}
var universalReagentDamageModifier = args.EntityManager.System<DamageableSystem>().UniversalReagentDamageModifier;
var universalReagentHealModifier = args.EntityManager.System<DamageableSystem>().UniversalReagentHealModifier;
if (universalReagentDamageModifier != 1 || universalReagentHealModifier != 1)
{
foreach (var (type, val) in damageSpec.DamageDict)
{
if (val < 0f)
{
damageSpec.DamageDict[type] = val * universalReagentHealModifier;
}
if (val > 0f)
{
damageSpec.DamageDict[type] = val * universalReagentDamageModifier;
}
}
}
args.EntityManager.System<DamageableSystem>()
.TryChangeDamage(
args.TargetEntity,
damageSpec * scale,
IgnoreResistances,
interruptsDoAfters: false);
}
}
}