Files
wylab-station-14/Content.Shared/EntityEffects/Effects/Damage/HealthChangeEntityEffectSystem.cs
Samuka 12b9e3735b Move logic from EvenHealthChangeEntityEffectSystem to the damage system API (#41684)
* add two methods

* move stuff to damage system api

* use TryIndex

* simplify

* minor fix

* add helper functions

* fix

* remove random new line

* simplify

* remove unnecessary lines

* rename to GetDamage

* Got it working

* make more clear

* why backwards

* value should be the amount to heal

* fix

* fix all dumb fixedpoint2 edge cases I hope

* One more thing

* fix

* make it more simple

* ops it was backwards

* valueHeal can't be more than remaining

* add all keys beforehand and no need to check and add them inside the loop

* break for loop in case remaining is zero

* comment was wrong

* optimized, works

* remove random spaces

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2025-12-14 22:31:15 +00:00

94 lines
3.4 KiB
C#

using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Damage.Systems;
using Content.Shared.FixedPoint;
using Content.Shared.Localizations;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects.Damage;
/// <summary>
/// Adjust the damages on this entity by specified amounts.
/// Amounts are modified by scale.
/// </summary>
/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
public sealed partial class HealthChangeEntityEffectSystem : EntityEffectSystem<DamageableComponent, HealthChange>
{
[Dependency] private readonly DamageableSystem _damageable = default!;
protected override void Effect(Entity<DamageableComponent> entity, ref EntityEffectEvent<HealthChange> args)
{
var damageSpec = new DamageSpecifier(args.Effect.Damage);
damageSpec *= args.Scale;
_damageable.TryChangeDamage(
entity.AsNullable(),
damageSpec,
args.Effect.IgnoreResistances,
interruptsDoAfters: false);
}
}
/// <inheritdoc cref="EntityEffect"/>
public sealed partial class HealthChange : EntityEffectBase<HealthChange>
{
/// <summary>
/// Damage to apply every cycle. Damage Ignores resistances.
/// </summary>
[DataField(required: true)]
public DamageSpecifier Damage = default!;
[DataField]
public bool IgnoreResistances = true;
public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
{
var damages = new List<string>();
var heals = false;
var deals = false;
var damageSpec = new DamageSpecifier(Damage);
var universalReagentDamageModifier = entSys.GetEntitySystem<DamageableSystem>().UniversalReagentDamageModifier;
var universalReagentHealModifier = entSys.GetEntitySystem<DamageableSystem>().UniversalReagentHealModifier;
damageSpec = entSys.GetEntitySystem<DamageableSystem>().ApplyUniversalAllModifiers(damageSpec);
foreach (var (kind, amount) in damageSpec.DamageDict)
{
var sign = FixedPoint2.Sign(amount);
float mod;
switch (sign)
{
case < 0:
heals = true;
mod = universalReagentHealModifier;
break;
case > 0:
deals = true;
mod = universalReagentDamageModifier;
break;
default:
continue; // Don't need to show damage types of 0...
}
damages.Add(
Loc.GetString("health-change-display",
("kind", prototype.Index<DamageTypePrototype>(kind).LocalizedName),
("amount", MathF.Abs(amount.Float() * mod)),
("deltasign", sign)
));
}
var healsordeals = heals ? (deals ? "both" : "heals") : (deals ? "deals" : "none");
return Loc.GetString("entity-effect-guidebook-health-change",
("chance", Probability),
("changes", ContentLocalizationManager.FormatList(damages)),
("healsordeals", healsordeals));
}
}