forked from space-syndicate/space-station-14
* 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>
94 lines
3.4 KiB
C#
94 lines
3.4 KiB
C#
using Content.Shared.Damage;
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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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/// Adjust the damages on this entity by specified amounts.
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/// Amounts are 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 HealthChangeEntityEffectSystem : EntityEffectSystem<DamageableComponent, HealthChange>
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{
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[Dependency] private readonly DamageableSystem _damageable = default!;
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protected override void Effect(Entity<DamageableComponent> entity, ref EntityEffectEvent<HealthChange> args)
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{
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var damageSpec = new DamageSpecifier(args.Effect.Damage);
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damageSpec *= args.Scale;
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_damageable.TryChangeDamage(
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entity.AsNullable(),
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damageSpec,
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args.Effect.IgnoreResistances,
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interruptsDoAfters: false);
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}
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}
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/// <inheritdoc cref="EntityEffect"/>
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public sealed partial class HealthChange : EntityEffectBase<HealthChange>
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{
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/// <summary>
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/// Damage to apply every cycle. Damage Ignores resistances.
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/// </summary>
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[DataField(required: true)]
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public DamageSpecifier Damage = default!;
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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 damageSpec = new DamageSpecifier(Damage);
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var universalReagentDamageModifier = entSys.GetEntitySystem<DamageableSystem>().UniversalReagentDamageModifier;
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var universalReagentHealModifier = entSys.GetEntitySystem<DamageableSystem>().UniversalReagentHealModifier;
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damageSpec = entSys.GetEntitySystem<DamageableSystem>().ApplyUniversalAllModifiers(damageSpec);
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foreach (var (kind, amount) in damageSpec.DamageDict)
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{
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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", prototype.Index<DamageTypePrototype>(kind).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-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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