using Content.Shared.Nutrition.Components;
using Content.Shared.Nutrition.EntitySystems;
using Content.Shared.Nutrition.Prototypes;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects.Body;
// TODO: Arguably oxygen saturation should also be added here...
///
/// Attempts to find a on the target, and update its value of the specified
/// .
///
public sealed partial class SatiateEntityEffectsSystem : EntityEffectSystem
{
[Dependency] private SatiationSystem _satiation = default!;
protected override void Effect(Entity entity, ref EntityEffectEvent args)
{
_satiation.ModifyValue(entity, args.Effect.SatiationType, args.Effect.Factor * args.Scale);
}
}
///
public sealed partial class Satiate : EntityEffectBase
{
public const float AverageSatiation = 3f; // Magic number. Not sure how it was calculated since I didn't make it.
///
/// How much the specified is modified by this effect.
///
[DataField]
public float Factor = 1.5f;
///
/// The type of satiation to modify.
///
[DataField(required: true)]
public ProtoId SatiationType;
public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
{
return Loc.GetString(
"entity-effect-guidebook-satiate",
("chance", Probability),
("relative", Factor / AverageSatiation),
("type", prototype.Index(SatiationType).Name)
);
}
}