namespace Content.Shared.Armor;
/// <summary>
-/// This handles logic relating to <see cref="ArmorComponent"/>
+/// This handles logic relating to <see cref="ArmorComponent" />
/// </summary>
public abstract class SharedArmorSystem : EntitySystem
{
[Dependency] private readonly ExamineSystemShared _examine = default!;
- /// <inheritdoc/>
+ /// <inheritdoc />
public override void Initialize()
{
base.Initialize();
args.Args.Damage = DamageSpecifier.ApplyModifierSet(args.Args.Damage, component.Modifiers);
}
- private void OnBorgDamageModify(EntityUid uid, ArmorComponent component, ref BorgModuleRelayedEvent<DamageModifyEvent> args)
+ private void OnBorgDamageModify(EntityUid uid, ArmorComponent component,
+ ref BorgModuleRelayedEvent<DamageModifyEvent> args)
{
args.Args.Damage = DamageSpecifier.ApplyModifierSet(args.Args.Damage, component.Modifiers);
}
foreach (var coefficientArmor in armorModifiers.Coefficients)
{
msg.PushNewline();
+
+ var armorType = Loc.GetString("armor-damage-type-" + coefficientArmor.Key.ToLower());
msg.AddMarkup(Loc.GetString("armor-coefficient-value",
- ("type", coefficientArmor.Key),
- ("value", MathF.Round((1f - coefficientArmor.Value) * 100,1))
- ));
+ ("type", armorType),
+ ("value", MathF.Round((1f - coefficientArmor.Value) * 100, 1))
+ ));
}
foreach (var flatArmor in armorModifiers.FlatReduction)
{
msg.PushNewline();
+
+ var armorType = Loc.GetString("armor-damage-type-" + flatArmor.Key.ToLower());
msg.AddMarkup(Loc.GetString("armor-reduction-value",
- ("type", flatArmor.Key),
+ ("type", armorType),
("value", flatArmor.Value)
- ));
+ ));
}
return msg;
armor-examine = It provides the following protection:
armor-coefficient-value = - [color=yellow]{$type}[/color] damage reduced by [color=lightblue]{$value}%[/color].
armor-reduction-value = - [color=yellow]{$type}[/color] damage reduced by [color=lightblue]{$value}[/color].
+armor-damage-type-blunt = Blunt
+armor-damage-type-slash = Slash
+armor-damage-type-piercing = Piercing
+armor-damage-type-heat = Heat
+armor-damage-type-radiation = Radiation
+armor-damage-type-caustic = Caustic
+armor-damage-type-bloodloss = Bloodloss
+armor-damage-type-asphyxiation = Asphyxiation
+armor-damage-type-cellular = Cellular
+armor-damage-type-cold = Cold
+armor-damage-type-poison = Poison
+armor-damage-type-shock = Shock
+armor-damage-type-structural = Structural