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;
///
/// Heal the damage types in a damage group by up to a specified total on this entity.
/// The amount healed per type is weighted by the amount of damage for that type scaling linearly.
/// Total adjustment is modified by scale.
///
///
public sealed partial class DistributedHealthChangeEntityEffectSystem : EntityEffectSystem
{
[Dependency] private readonly DamageableSystem _damageable = default!;
protected override void Effect(Entity entity, ref EntityEffectEvent args)
{
foreach (var (group, amount) in args.Effect.Damage)
{
_damageable.HealDistributed(entity.AsNullable(), amount * args.Scale, group);
}
}
}
///
public sealed partial class DistributedHealthChange : 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)
));
}
// We use health change since in practice it's not even and distributed is a mouthful.
// Also because healing groups not using even or distributed healing should be kill.
var healsordeals = heals ? deals ? "both" : "heals" : deals ? "deals" : "none";
return Loc.GetString("entity-effect-guidebook-health-change",
("chance", Probability),
("changes", ContentLocalizationManager.FormatList(damages)),
("healsordeals", healsordeals));
}
}