Delta-v/Content.Server/_DV/EntityEffects/Effects/AffectsGlimmerEntityEffectS...

38 lines
1.4 KiB
C#

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;
using Content.Shared.Psionics.Glimmer;
namespace Content.Server._DV.EntityEffects.Effects;
// TODO: When Pain is moved to new Status, make this use StatusEffectsContainerComponent.
/// <summary>
/// Supresses pain based on how much of the pain suppressing reagent is in the system.
/// </summary>
/// <inheritdoc cref="EntityEffectSystem{T, TEffect}"/>
public sealed partial class AffectsGlimmerEntityEffectSystem : EntityEffectSystem<MetaDataComponent, AffectsGlimmer>
{
[Dependency] private readonly GlimmerSystem _glimmer = default!;
protected override void Effect(Entity<MetaDataComponent> entity, ref EntityEffectEvent<AffectsGlimmer> args)
{
_glimmer.Glimmer += args.Effect.Amount;
}
}
/// <inheritdoc cref="EntityEffect"/>
public sealed partial class AffectsGlimmer : EntityEffectBase<AffectsGlimmer>
{
/// <summary>
/// Amount that is added or subtracted from glimmer.
/// </summary>
[DataField]
public int Amount = 1;
public override string? EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString("reagent-effect-guidebook-change-glimmer-reaction-effect", ("chance", Probability),
("amount", Amount));
}