using Content.Shared._DV.Pain;
using Content.Shared.EntityEffects;
using Content.Shared.StatusEffect;
using Robust.Shared.Prototypes;
using Content.Server.Abilities.Psionics;
using Content.Server.Psionics;
namespace Content.Server._DV.EntityEffects.Effects;
// TODO: When Pain is moved to new Status, make this use StatusEffectsContainerComponent.
///
/// Supresses pain based on how much of the pain suppressing reagent is in the system.
///
///
public sealed partial class RemovePsionicAbilitiesEntityEffectSystem : EntityEffectSystem
{
[Dependency] private readonly PsionicsSystem _psionic = default!;
[Dependency] private readonly PsionicAbilitiesSystem _psionicAbilities = default!;
protected override void Effect(Entity entity, ref EntityEffectEvent args)
{
if (args.Scale != 1f)
return;
_psionicAbilities.RemovePsionics(entity);
_psionic.GrantNewPsionicReroll(entity);
}
}
///
public sealed partial class RemovePsionicAbilities : EntityEffectBase
{
public override string? EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString("reagent-effect-guidebook-chem-remove-psionic", ("chance", Probability));
}