using Content.Server.Body.Systems;
using Content.Shared.EntityEffects;
using JetBrains.Annotations;
using Robust.Shared.Prototypes;
namespace Content.Server.EntityEffects.Effects;
///
/// Basically smoke and foam reactions.
///
[UsedImplicitly]
public sealed partial class ChemCleanBloodstream : EntityEffect
{
[DataField]
public float CleanseRate = 3.0f;
protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString("reagent-effect-guidebook-chem-clean-bloodstream", ("chance", Probability));
public override void Effect(EntityEffectBaseArgs args)
{
var cleanseRate = CleanseRate;
var bloodstreamSys = args.EntityManager.System();
if (args is EntityEffectReagentArgs reagentArgs)
{
if (reagentArgs.Source == null || reagentArgs.Reagent == null)
return;
cleanseRate *= reagentArgs.Scale.Float();
bloodstreamSys.FlushChemicals(args.TargetEntity, reagentArgs.Reagent.ID, cleanseRate);
}
else
{
bloodstreamSys.FlushChemicals(args.TargetEntity, "", cleanseRate);
}
}
}