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)); }