39 lines
1.5 KiB
C#
39 lines
1.5 KiB
C#
using Content.Shared._DV.Pain;
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using Content.Shared.EntityEffects;
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using Content.Shared.StatusEffect;
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using Robust.Shared.Prototypes;
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using Content.Server.Abilities.Psionics;
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using Content.Server.Psionics;
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namespace Content.Server._DV.EntityEffects.Effects;
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// TODO: When Pain is moved to new Status, make this use StatusEffectsContainerComponent.
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/// <summary>
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/// Supresses pain based on how much of the pain suppressing reagent is in the system.
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/// </summary>
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/// <inheritdoc cref="EntityEffectSystem{T, TEffect}"/>
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public sealed partial class RerollPsionicAbilitiesEntityEffectSystem : EntityEffectSystem<PotentialPsionicComponent, RerollPsionicAbilities>
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{
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[Dependency] private readonly PsionicsSystem _psionic = default!;
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protected override void Effect(Entity<PotentialPsionicComponent> entity, ref EntityEffectEvent<RerollPsionicAbilities> args)
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{
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if (args.Scale != 1f)
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return;
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_psionic.RerollPsionics(entity, bonusMuliplier: args.Effect.BonusMultiplier);
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}
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}
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/// <inheritdoc cref="EntityEffect"/>
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public sealed partial class RerollPsionicAbilities : EntityEffectBase<RerollPsionicAbilities>
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{
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/// <summary>
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/// Reroll multiplier.
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/// </summary>
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[DataField("bonusMultiplier")]
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public float BonusMultiplier = 1f;
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public override string? EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
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=> Loc.GetString("reagent-effect-guidebook-chem-reroll-psionic", ("chance", Probability));
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}
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