Delta-v/Content.Shared/EntityEffects/Effects/Damage/EvenHealthChangeEntityEffec...

110 lines
4.1 KiB
C#

// 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;
/// <summary>
/// Evenly heal the damage types in a damage group by up to a specified total on this entity.
/// Total adjustment is modified by scale.
/// </summary>
/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
public sealed partial class EvenHealthChangeEntityEffectSystem : EntityEffectSystem<DamageableComponent, EvenHealthChange>
{
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly SharedBodySystem _body = default!; // DeltaV
protected override void Effect(Entity<DamageableComponent> entity, ref EntityEffectEvent<EvenHealthChange> 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
}
}
}
/// <inheritdoc cref="EntityEffect"/>
public sealed partial class EvenHealthChange : EntityEffectBase<EvenHealthChange>
{
/// <summary>
/// Damage to heal, collected into entire damage groups.
/// </summary>
[DataField(required: true)]
public Dictionary<ProtoId<DamageGroupPrototype>, FixedPoint2> Damage = new();
/// <summary>
/// Should this effect ignore damage modifiers?
/// </summary>
[DataField]
public bool IgnoreResistances = true;
public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
{
var damages = new List<string>();
var heals = false;
var deals = false;
var damagableSystem = entSys.GetEntitySystem<DamageableSystem>();
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));
}
}