110 lines
4.1 KiB
C#
110 lines
4.1 KiB
C#
// DeltaV Start - Fix EvenHealing with Limbs.
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using Content.Shared._Shitmed.Targeting;
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using Content.Shared.Body.Systems;
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// DeltaV End - Fix EvenHealing with Limbs.
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Damage.Systems;
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using Content.Shared.FixedPoint;
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using Content.Shared.Localizations;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.EntityEffects.Effects.Damage;
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/// <summary>
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/// Evenly heal the damage types in a damage group by up to a specified total on this entity.
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/// Total adjustment is modified by scale.
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/// </summary>
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/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
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public sealed partial class EvenHealthChangeEntityEffectSystem : EntityEffectSystem<DamageableComponent, EvenHealthChange>
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{
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly SharedBodySystem _body = default!; // DeltaV
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protected override void Effect(Entity<DamageableComponent> entity, ref EntityEffectEvent<EvenHealthChange> args)
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{
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foreach (var (group, amount) in args.Effect.Damage)
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{
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// Begin DeltaV Additions - Limb even healing
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_damageable.HealEvenly(entity.AsNullable(), amount * args.Scale, group, doPartDamage: false);
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var bodyParts = SharedTargetingSystem.GetValidParts();
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foreach (var bodyPart in bodyParts)
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{
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var (targetType, targetSymmetry) = _body.ConvertTargetBodyPart(bodyPart);
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if (_body.GetBodyChildrenOfType(entity, targetType, symmetry: targetSymmetry) is { } part)
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{
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_damageable.HealEvenly(
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entity.AsNullable(),
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amount * args.Scale,
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targetPart: bodyPart,
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onlyDamageParts: true);
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}
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}
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// End DeltaV Additions - Limb even healing
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}
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}
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}
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/// <inheritdoc cref="EntityEffect"/>
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public sealed partial class EvenHealthChange : EntityEffectBase<EvenHealthChange>
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{
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/// <summary>
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/// Damage to heal, collected into entire damage groups.
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/// </summary>
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[DataField(required: true)]
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public Dictionary<ProtoId<DamageGroupPrototype>, FixedPoint2> Damage = new();
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/// <summary>
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/// Should this effect ignore damage modifiers?
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/// </summary>
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[DataField]
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public bool IgnoreResistances = true;
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public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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{
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var damages = new List<string>();
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var heals = false;
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var deals = false;
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var damagableSystem = entSys.GetEntitySystem<DamageableSystem>();
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var universalReagentDamageModifier = damagableSystem.UniversalReagentDamageModifier;
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var universalReagentHealModifier = damagableSystem.UniversalReagentHealModifier;
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foreach (var (group, amount) in Damage)
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{
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var groupProto = prototype.Index(group);
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var sign = FixedPoint2.Sign(amount);
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float mod;
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switch (sign)
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{
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case < 0:
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heals = true;
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mod = universalReagentHealModifier;
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break;
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case > 0:
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deals = true;
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mod = universalReagentDamageModifier;
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break;
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default:
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continue; // Don't need to show damage types of 0...
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}
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damages.Add(
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Loc.GetString("health-change-display",
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("kind", groupProto.LocalizedName),
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("amount", MathF.Abs(amount.Float() * mod)),
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("deltasign", sign)
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));
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}
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var healsordeals = heals ? deals ? "both" : "heals" : deals ? "deals" : "none";
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return Loc.GetString("entity-effect-guidebook-even-health-change",
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("chance", Probability),
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("changes", ContentLocalizationManager.FormatList(damages)),
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("healsordeals", healsordeals));
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}
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}
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