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* Reapply "Nubody Merge" (#5807) This reverts commitd62f7cef10. * Revert "Nubody Merge (#5670)" This reverts commitb465cfb3fd. * Revert "IPC fibers (#4968)" This reverts commitc2b42211f0. * Revert "IPC Polymorph fix (#4545)" This reverts commitfa03d8c655. * Revert "fix IPC not having humanoid emotes (#4445)" This reverts commit216fdf999f. * Revert "ipc heat/cold (#4306)" This reverts commitfafd5cf816. * Revert "ipc cables (#4283)" This reverts commit54958039a1. * Revert "feat: ipcs now have dynamic power draw based off movement speed (#3917)" This reverts commit71e8b7e64b. * Revert "fix ipcs not being able to disarm (#3374)" This reverts commit764c4dcf54. * Revert "make steel heal caustic for ipcs (#3206)" This reverts commit450ac82550. * Revert "add missing ipc survival boxes (#3065)" This reverts commit888c9cdb00. * Revert "make borgs use ipc repairing (#3064)" This reverts commitf77a49dd0b. * Revert "Update hud.yml to add ipcs to diagnostic hud (#3019)" This reverts commit7220643531. * Revert "Tweak IPCs (#2979)" This reverts commit98b47476de. * Revert "fix nukies ipc test fail (#2957)" This reverts commit4a1acbf863. * Revert "fix ipc nukies not getting comms (#2884)" This reverts commit8a2254770e. * Revert "fix ipc encryption key mispredict (#2879)" This reverts commitf08726efc1. * Revert "Merge pull request #2800 from Spielern/port-ipc" This reverts commit822fa4312c, reversing changes made tofe4c23c702. * Remove and Fix rest of IPC Hangons causing crashes * Integration test Errors * Expand migration file with removed IPC stuff * IPC Leg was found and migrated to naught * Revert "Merge pull request #2542 from deltanedas/shitmed-ops" This reverts commit83a8002922, reversing changes made tobaa89b0052. * Revert "Set up surgical augments infrastructure & add tool panel augments (#3059)" This reverts commita40f0be6fd. * Revert "Psionic Prosthetics (#4689)" This reverts commit2679bb238a. * Revert "Add surgical cleanliness and sanitation (#2847)" This reverts commit64565ba4f7. * Remove unremoved mentions * Revert "Add autoclave to easily sanitize large amounts of items and faster (#2933)" This reverts commitd0da90fa2e. * Shit Med Removed * Remove _ShitMed Folders and fix Errors in Console * Add OrganAnimalBrain into the mirgraiton file * Heads no Input Mover * Monke * Full migration file I guess * oops * shiv state fix * Restore accidental deleted recipe * Forgot one flt mention * Fix more issues * Comment out Damage Visual for motorkind for now * Motorkind... * Commenting stuff out for now * thought there'd be more of this to gut --------- Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
94 lines
3.4 KiB
C#
94 lines
3.4 KiB
C#
// DeltaV Start - Fix EvenHealing with Limbs.
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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);
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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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