// DeltaV Start - Fix EvenHealing with Limbs. using Content.Shared._Shitmed.Targeting; using Content.Shared.Body.Systems; // DeltaV End - Fix EvenHealing with Limbs. using Content.Shared.Damage.Components; using Content.Shared.Damage.Prototypes; using Content.Shared.Damage.Systems; using Content.Shared.FixedPoint; using Content.Shared.Localizations; using Robust.Shared.Prototypes; namespace Content.Shared.EntityEffects.Effects.Damage; /// /// Evenly heal the damage types in a damage group by up to a specified total on this entity. /// Total adjustment is modified by scale. /// /// public sealed partial class EvenHealthChangeEntityEffectSystem : EntityEffectSystem { [Dependency] private readonly DamageableSystem _damageable = default!; [Dependency] private readonly SharedBodySystem _body = default!; // DeltaV protected override void Effect(Entity entity, ref EntityEffectEvent args) { foreach (var (group, amount) in args.Effect.Damage) { // Begin DeltaV Additions - Limb even healing _damageable.HealEvenly(entity.AsNullable(), amount * args.Scale, group, doPartDamage: false); var bodyParts = SharedTargetingSystem.GetValidParts(); foreach (var bodyPart in bodyParts) { var (targetType, targetSymmetry) = _body.ConvertTargetBodyPart(bodyPart); if (_body.GetBodyChildrenOfType(entity, targetType, symmetry: targetSymmetry) is { } part) { _damageable.HealEvenly( entity.AsNullable(), amount * args.Scale, targetPart: bodyPart, onlyDamageParts: true); } } // End DeltaV Additions - Limb even healing } } } /// public sealed partial class EvenHealthChange : EntityEffectBase { /// /// Damage to heal, collected into entire damage groups. /// [DataField(required: true)] public Dictionary, FixedPoint2> Damage = new(); /// /// Should this effect ignore damage modifiers? /// [DataField] public bool IgnoreResistances = true; public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys) { var damages = new List(); var heals = false; var deals = false; var damagableSystem = entSys.GetEntitySystem(); var universalReagentDamageModifier = damagableSystem.UniversalReagentDamageModifier; var universalReagentHealModifier = damagableSystem.UniversalReagentHealModifier; foreach (var (group, amount) in Damage) { var groupProto = prototype.Index(group); 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", groupProto.LocalizedName), ("amount", MathF.Abs(amount.Float() * mod)), ("deltasign", sign) )); } var healsordeals = heals ? deals ? "both" : "heals" : deals ? "deals" : "none"; return Loc.GetString("entity-effect-guidebook-even-health-change", ("chance", Probability), ("changes", ContentLocalizationManager.FormatList(damages)), ("healsordeals", healsordeals)); } }