Files
Delta-v/Content.Shared/_DV/EntityEffects/Effects/Pain/InPainEntityEffectSystem.cs
T

36 lines
1.3 KiB
C#

using Content.Shared._DV.Pain;
using Content.Shared.EntityEffects;
using Content.Shared.StatusEffect;
using Robust.Shared.Prototypes;
namespace Content.Shared._DV.EntityEffects.Effects.Pain;
// TODO: When Pain is moved to new Status, make this use StatusEffectsContainerComponent.
/// <summary>
/// Applies the pain status effect for an amount of time based on how much of the painful reagent is in the system.
/// </summary>
/// <inheritdoc cref="EntityEffectSystem{T, TEffect}"/>
public sealed partial class InPainEntityEffectSystem : EntityEffectSystem<StatusEffectsComponent, InPain>
{
[Dependency] private readonly SharedPainSystem _pain = default!;
protected override void Effect(Entity<StatusEffectsComponent> entity, ref EntityEffectEvent<InPain> args)
{
var painTime = args.Effect.Time * args.Scale;
_pain.TryApplyPain(entity, painTime);
}
}
/// <inheritdoc cref="EntityEffect"/>
public sealed partial class InPain : EntityEffectBase<InPain>
{
/// <summary>
/// How long should the addiction be per 1u of the reagent.
/// </summary>
[DataField]
public float Time = 5f;
public override string? EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString("reagent-effect-guidebook-addicted", ("chance", Probability));
}