using Content.Shared._DV.Pain;
using Content.Shared.EntityEffects;
using Content.Shared.StatusEffect;
using Robust.Shared.Prototypes;
namespace Content.Shared._DV.EntityEffects.Effects.Pain;
// TODO: When Pain is moved to new Status, make this use StatusEffectsContainerComponent.
///
/// Applies the pain status effect for an amount of time based on how much of the painful reagent is in the system.
///
///
public sealed partial class InPainEntityEffectSystem : EntityEffectSystem
{
[Dependency] private readonly SharedPainSystem _pain = default!;
protected override void Effect(Entity entity, ref EntityEffectEvent args)
{
var painTime = args.Effect.Time * args.Scale;
_pain.TryApplyPain(entity, painTime);
}
}
///
public sealed partial class InPain : EntityEffectBase
{
///
/// How long should the addiction be per 1u of the reagent.
///
[DataField]
public float Time = 5f;
public override string? EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString("reagent-effect-guidebook-addicted", ("chance", Probability));
}