Delta-v/Content.Shared/EntityEffects/Effects/Body/ModifyBloodLevelEntityEffec...

35 lines
1.4 KiB
C#

using Content.Shared.Body.Components;
using Content.Shared.Body.Systems;
using Content.Shared.FixedPoint;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects.Body;
/// <summary>
/// Modifies the amount of blood in this entity's bloodstream by a given amount multiplied by scale.
/// This effect can increase or decrease blood level.
/// </summary>
/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
public sealed partial class ModifyBloodLevelEntityEffectSystem : EntityEffectSystem<BloodstreamComponent, ModifyBloodLevel>
{
[Dependency] private readonly SharedBloodstreamSystem _bloodstream = default!;
protected override void Effect(Entity<BloodstreamComponent> entity, ref EntityEffectEvent<ModifyBloodLevel> args)
{
_bloodstream.TryModifyBloodLevel(entity.AsNullable(), args.Effect.Amount * args.Scale);
}
}
/// <inheritdoc cref="EntityEffect"/>
public sealed partial class ModifyBloodLevel : EntityEffectBase<ModifyBloodLevel>
{
/// <summary>
/// Amount of bleed we're applying or removing if negative.
/// </summary>
[DataField]
public FixedPoint2 Amount = 1.0f;
public override string? EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString("entity-effect-guidebook-modify-blood-level", ("chance", Probability), ("deltasign", MathF.Sign(Amount.Float())));
}