using Content.Shared.Damage.Systems;
using Content.Shared.EntityEffects;
using Robust.Shared.Prototypes;
namespace Content.Server.EntityEffects.Effects;
///
/// Lets a chem heal/deal stamina damage.
///
public sealed partial class StaminaChange : EntityEffect
{
[Dependency] private readonly StaminaSystem _stamina = default!;
protected override string? ReagentEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
=> Loc.GetString("reagent-effect-guidebook-stamina-change", ("chance", Probability), ("deltasign", MathF.Sign(Amount)), ("amount", MathF.Abs(Amount)));
///
/// Stamina damage to apply every cycle.
/// Positive is damage, negative is healing, like health changes.
///
[DataField("amount")]
public float Amount = 1.0f;
public override void Effect(EntityEffectBaseArgs args)
{
args.EntityManager.System().TakeStaminaDamage(args.TargetEntity, Amount, visual: false);
}
}