Damage rework (#2525)
* Make damage work through messages and events, make destructible not inherit ruinable or reference damageable * Copy sound logic to destructible component for now * Fix typo * Fix prototype error * Remove breakable component damageable reference * Remove breakable construction reference * Remove ruinable component * Move thresholds to individual components and away from damageable * Add threshold property to damageable component code * Add thresholds to destructible component, add states to damageable, remove damage container, fix up mob states * Being alive isn't normal * Fix not reading the id * Merge fixes * YAML fixes * Grammar moment * Remove unnecessary dependency * Update thresholds doc * Change naming of thresholds to states in MobStateComponent * Being alive is once again normal * Make DamageState a byte * Bring out classes structs and enums from DestructibleComponent * Add test for destructible thresholds * Merge fixes * More merge fixes and fix rejuvenate test * Remove IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test * Update saltern
This commit is contained in:
@@ -1,6 +1,7 @@
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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.Damage;
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using Content.Shared.Damage.DamageContainer;
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using Content.Shared.Damage.ResistanceSet;
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@@ -31,51 +32,28 @@ namespace Content.Shared.GameObjects.Components.Damage
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public override string Name => "Damageable";
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private DamageState _damageState;
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public override uint? NetID => ContentNetIDs.DAMAGEABLE;
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private readonly Dictionary<DamageType, int> _damageList = DamageTypeExtensions.ToDictionary();
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private readonly HashSet<DamageType> _supportedTypes = new();
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private readonly HashSet<DamageClass> _supportedClasses = new();
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private DamageFlag _flags;
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public event Action<HealthChangedEventArgs>? HealthChangedEvent;
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public event Action<DamageChangedEventArgs>? HealthChangedEvent;
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// TODO DAMAGE Use as default values, specify overrides in a separate property through yaml for better (de)serialization
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[ViewVariables] public string DamageContainerId { get; set; } = default!;
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[ViewVariables] private ResistanceSet Resistances { get; set; } = default!;
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[ViewVariables] private DamageContainer Damage { get; set; } = default!;
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// TODO DAMAGE Cache this
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[ViewVariables] public int TotalDamage => _damageList.Values.Sum();
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public Dictionary<DamageState, int> Thresholds { get; set; } = new();
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[ViewVariables]
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public IReadOnlyDictionary<DamageClass, int> DamageClasses =>
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DamageTypeExtensions.ToClassDictionary(_damageList);
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public virtual List<DamageState> SupportedDamageStates
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{
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get
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{
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var states = new List<DamageState> {DamageState.Alive};
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states.AddRange(Thresholds.Keys);
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return states;
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}
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}
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public virtual DamageState CurrentState
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{
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get => _damageState;
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set
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{
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var old = _damageState;
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_damageState = value;
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if (old != value)
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{
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EnterState(value);
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}
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Dirty();
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}
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}
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[ViewVariables] public int TotalDamage => Damage.TotalDamage;
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public IReadOnlyDictionary<DamageClass, int> DamageClasses => Damage.DamageClasses;
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public IReadOnlyDictionary<DamageType, int> DamageTypes => Damage.DamageTypes;
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[ViewVariables] public IReadOnlyDictionary<DamageType, int> DamageTypes => _damageList;
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public DamageFlag Flags
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{
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@@ -107,41 +85,20 @@ namespace Content.Shared.GameObjects.Components.Damage
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Flags &= ~flag;
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}
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public bool SupportsDamageClass(DamageClass @class)
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{
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return _supportedClasses.Contains(@class);
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}
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public bool SupportsDamageType(DamageType type)
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{
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return _supportedTypes.Contains(type);
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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// TODO DAMAGE Serialize as a dictionary of damage states to thresholds
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serializer.DataReadWriteFunction(
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"criticalThreshold",
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null,
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t =>
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{
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if (t == null)
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{
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return;
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}
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Thresholds[DamageState.Critical] = t.Value;
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},
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() => Thresholds.TryGetValue(DamageState.Critical, out var value) ? value : (int?) null);
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serializer.DataReadWriteFunction(
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"deadThreshold",
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null,
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t =>
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{
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if (t == null)
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{
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return;
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}
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Thresholds[DamageState.Dead] = t.Value;
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},
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() => Thresholds.TryGetValue(DamageState.Dead, out var value) ? value : (int?) null);
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serializer.DataField(ref _damageState, "damageState", DamageState.Alive);
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serializer.DataReadWriteFunction(
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"flags",
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new List<DamageFlag>(),
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@@ -161,7 +118,9 @@ namespace Content.Shared.GameObjects.Components.Damage
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var writeFlags = new List<DamageFlag>();
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if (Flags == DamageFlag.None)
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{
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return writeFlags;
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}
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foreach (var flag in (DamageFlag[]) Enum.GetValues(typeof(DamageFlag)))
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{
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@@ -181,9 +140,15 @@ namespace Content.Shared.GameObjects.Components.Damage
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prototype =>
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{
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var damagePrototype = _prototypeManager.Index<DamageContainerPrototype>(prototype);
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Damage = new DamageContainer(OnHealthChanged, damagePrototype);
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_supportedClasses.Clear();
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_supportedTypes.Clear();
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DamageContainerId = damagePrototype.ID;
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_supportedClasses.UnionWith(damagePrototype.SupportedClasses);
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_supportedTypes.UnionWith(damagePrototype.SupportedTypes);
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},
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() => Damage.ID);
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() => DamageContainerId);
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serializer.DataReadWriteFunction(
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"resistancePrototype",
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@@ -196,16 +161,6 @@ namespace Content.Shared.GameObjects.Components.Damage
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() => Resistances.ID);
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}
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public override void Initialize()
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{
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base.Initialize();
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foreach (var behavior in Owner.GetAllComponents<IOnHealthChangedBehavior>())
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{
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HealthChangedEvent += behavior.OnHealthChanged;
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}
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}
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protected override void Startup()
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{
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base.Startup();
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@@ -213,215 +168,302 @@ namespace Content.Shared.GameObjects.Components.Damage
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ForceHealthChangedEvent();
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}
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public bool TryGetDamage(DamageType type, out int damage)
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public override ComponentState GetComponentState()
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{
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return Damage.TryGetDamageValue(type, out damage);
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return new DamageableComponentState(_damageList, _flags);
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}
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public bool ChangeDamage(DamageType type, int amount, bool ignoreResistances,
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (!(curState is DamageableComponentState state))
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{
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return;
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}
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_damageList.Clear();
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foreach (var (type, damage) in state.DamageList)
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{
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_damageList[type] = damage;
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}
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_flags = state.Flags;
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}
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public int GetDamage(DamageType type)
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{
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return _damageList.GetValueOrDefault(type);
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}
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public bool TryGetDamage(DamageType type, out int damage)
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{
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return _damageList.TryGetValue(type, out damage);
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}
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public int GetDamage(DamageClass @class)
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{
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if (!SupportsDamageClass(@class))
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{
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return 0;
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}
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var damage = 0;
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foreach (var type in @class.ToTypes())
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{
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damage += GetDamage(type);
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}
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return damage;
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}
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public bool TryGetDamage(DamageClass @class, out int damage)
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{
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if (!SupportsDamageClass(@class))
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{
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damage = 0;
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return false;
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}
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damage = GetDamage(@class);
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return true;
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}
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/// <summary>
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/// Attempts to set the damage value for the given <see cref="DamageType"/>.
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/// </summary>
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/// <returns>
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/// True if successful, false if this container does not support that type.
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/// </returns>
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public bool TrySetDamage(DamageType type, int newValue)
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{
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if (newValue < 0)
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{
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return false;
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}
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var damageClass = type.ToClass();
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if (_supportedClasses.Contains(damageClass))
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{
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var old = _damageList[type] = newValue;
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_damageList[type] = newValue;
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var delta = newValue - old;
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var datum = new DamageChangeData(type, newValue, delta);
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var data = new List<DamageChangeData> {datum};
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OnHealthChanged(data);
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return true;
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}
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return false;
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}
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public void Heal(DamageType type)
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{
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SetDamage(type, 0);
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}
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public void Heal()
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{
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foreach (var type in _supportedTypes)
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{
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Heal(type);
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}
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}
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public bool ChangeDamage(
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DamageType type,
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int amount,
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bool ignoreResistances,
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IEntity? source = null,
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HealthChangeParams? extraParams = null)
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DamageChangeParams? extraParams = null)
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{
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if (amount > 0 && HasFlag(DamageFlag.Invulnerable))
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{
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return false;
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}
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if (Damage.SupportsDamageType(type))
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if (!SupportsDamageType(type))
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{
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var finalDamage = amount;
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if (!ignoreResistances)
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{
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finalDamage = Resistances.CalculateDamage(type, amount);
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}
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Damage.ChangeDamageValue(type, finalDamage);
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return true;
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return false;
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}
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return false;
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var finalDamage = amount;
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if (!ignoreResistances)
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{
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finalDamage = Resistances.CalculateDamage(type, amount);
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}
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if (!_damageList.TryGetValue(type, out var current))
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{
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return false;
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}
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_damageList[type] = current + finalDamage;
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if (_damageList[type] < 0)
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{
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_damageList[type] = 0;
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finalDamage = -current;
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}
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current = _damageList[type];
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var datum = new DamageChangeData(type, current, finalDamage);
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var data = new List<DamageChangeData> {datum};
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OnHealthChanged(data);
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return true;
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}
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public bool ChangeDamage(DamageClass @class, int amount, bool ignoreResistances,
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IEntity? source = null,
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HealthChangeParams? extraParams = null)
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DamageChangeParams? extraParams = null)
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{
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if (amount > 0 && HasFlag(DamageFlag.Invulnerable))
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{
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return false;
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}
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if (Damage.SupportsDamageClass(@class))
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if (!SupportsDamageClass(@class))
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{
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var types = @class.ToTypes();
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return false;
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}
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if (amount < 0)
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var types = @class.ToTypes();
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if (amount < 0)
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{
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// Changing multiple types is a bit more complicated. Might be a better way (formula?) to do this,
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// but essentially just loops between each damage category until all healing is used up.
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var healingLeft = amount;
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var healThisCycle = 1;
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// While we have healing left...
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while (healingLeft > 0 && healThisCycle != 0)
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{
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// Changing multiple types is a bit more complicated. Might be a better way (formula?) to do this,
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// but essentially just loops between each damage category until all healing is used up.
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var healingLeft = amount;
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var healThisCycle = 1;
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// Infinite loop fallback, if no healing was done in a cycle
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// then exit
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healThisCycle = 0;
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// While we have healing left...
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while (healingLeft > 0 && healThisCycle != 0)
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int healPerType;
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if (healingLeft > -types.Count)
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{
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// Infinite loop fallback, if no healing was done in a cycle
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// then exit
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healThisCycle = 0;
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|
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int healPerType;
|
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if (healingLeft > -types.Count && healingLeft < 0)
|
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{
|
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// Say we were to distribute 2 healing between 3
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// this will distribute 1 to each (and stop after 2 are given)
|
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healPerType = -1;
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}
|
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else
|
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{
|
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// Say we were to distribute 62 healing between 3
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// this will distribute 20 to each, leaving 2 for next loop
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healPerType = healingLeft / types.Count;
|
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}
|
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|
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foreach (var type in types)
|
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{
|
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var healAmount =
|
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Math.Max(Math.Max(healPerType, -Damage.GetDamageValue(type)),
|
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healingLeft);
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Damage.ChangeDamageValue(type, healAmount);
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healThisCycle += healAmount;
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healingLeft -= healAmount;
|
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}
|
||||
}
|
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|
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return true;
|
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}
|
||||
|
||||
var damageLeft = amount;
|
||||
|
||||
while (damageLeft > 0)
|
||||
{
|
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int damagePerType;
|
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|
||||
if (damageLeft < types.Count && damageLeft > 0)
|
||||
{
|
||||
damagePerType = 1;
|
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// Say we were to distribute 2 healing between 3
|
||||
// this will distribute 1 to each (and stop after 2 are given)
|
||||
healPerType = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
damagePerType = damageLeft / types.Count;
|
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// Say we were to distribute 62 healing between 3
|
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// this will distribute 20 to each, leaving 2 for next loop
|
||||
healPerType = healingLeft / types.Count;
|
||||
}
|
||||
|
||||
foreach (var type in types)
|
||||
{
|
||||
var damageAmount = Math.Min(damagePerType, damageLeft);
|
||||
Damage.ChangeDamageValue(type, damageAmount);
|
||||
damageLeft -= damageAmount;
|
||||
var healAmount =
|
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Math.Max(Math.Max(healPerType, -GetDamage(type)), healingLeft);
|
||||
|
||||
ChangeDamage(type, healAmount, true);
|
||||
healThisCycle += healAmount;
|
||||
healingLeft -= healAmount;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
var damageLeft = amount;
|
||||
|
||||
while (damageLeft > 0)
|
||||
{
|
||||
int damagePerType;
|
||||
|
||||
if (damageLeft < types.Count)
|
||||
{
|
||||
damagePerType = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
damagePerType = damageLeft / types.Count;
|
||||
}
|
||||
|
||||
foreach (var type in types)
|
||||
{
|
||||
var damageAmount = Math.Min(damagePerType, damageLeft);
|
||||
ChangeDamage(type, damageAmount, true);
|
||||
damageLeft -= damageAmount;
|
||||
}
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool SetDamage(DamageType type, int newValue, IEntity? source = null,
|
||||
HealthChangeParams? extraParams = null)
|
||||
public bool SetDamage(DamageType type, int newValue, IEntity? source = null, DamageChangeParams? extraParams = null)
|
||||
{
|
||||
if (newValue >= TotalDamage && HasFlag(DamageFlag.Invulnerable))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (Damage.SupportsDamageType(type))
|
||||
if (newValue < 0)
|
||||
{
|
||||
Damage.SetDamageValue(type, newValue);
|
||||
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
if (!_damageList.ContainsKey(type))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public void Heal()
|
||||
{
|
||||
Damage.Heal();
|
||||
var old = _damageList[type];
|
||||
_damageList[type] = newValue;
|
||||
|
||||
var delta = newValue - old;
|
||||
var datum = new DamageChangeData(type, 0, delta);
|
||||
var data = new List<DamageChangeData> {datum};
|
||||
|
||||
OnHealthChanged(data);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public void ForceHealthChangedEvent()
|
||||
{
|
||||
var data = new List<HealthChangeData>();
|
||||
var data = new List<DamageChangeData>();
|
||||
|
||||
foreach (var type in Damage.SupportedTypes)
|
||||
foreach (var type in _supportedTypes)
|
||||
{
|
||||
var damage = Damage.GetDamageValue(type);
|
||||
var datum = new HealthChangeData(type, damage, 0);
|
||||
var damage = GetDamage(type);
|
||||
var datum = new DamageChangeData(type, damage, 0);
|
||||
data.Add(datum);
|
||||
}
|
||||
|
||||
OnHealthChanged(data);
|
||||
}
|
||||
|
||||
public (int current, int max)? Health(DamageState threshold)
|
||||
private void OnHealthChanged(List<DamageChangeData> changes)
|
||||
{
|
||||
if (!SupportedDamageStates.Contains(threshold) ||
|
||||
!Thresholds.TryGetValue(threshold, out var thresholdValue))
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
var current = thresholdValue - TotalDamage;
|
||||
return (current, thresholdValue);
|
||||
}
|
||||
|
||||
public bool TryHealth(DamageState threshold, out (int current, int max) health)
|
||||
{
|
||||
var temp = Health(threshold);
|
||||
|
||||
if (temp == null)
|
||||
{
|
||||
health = (default, default);
|
||||
return false;
|
||||
}
|
||||
|
||||
health = temp.Value;
|
||||
return true;
|
||||
}
|
||||
|
||||
private void OnHealthChanged(List<HealthChangeData> changes)
|
||||
{
|
||||
var args = new HealthChangedEventArgs(this, changes);
|
||||
var args = new DamageChangedEventArgs(this, changes);
|
||||
OnHealthChanged(args);
|
||||
}
|
||||
|
||||
protected virtual void EnterState(DamageState state) { }
|
||||
|
||||
protected virtual void OnHealthChanged(HealthChangedEventArgs e)
|
||||
protected virtual void OnHealthChanged(DamageChangedEventArgs e)
|
||||
{
|
||||
if (CurrentState != DamageState.Dead)
|
||||
{
|
||||
if (Thresholds.TryGetValue(DamageState.Dead, out var deadThreshold) &&
|
||||
TotalDamage > deadThreshold)
|
||||
{
|
||||
CurrentState = DamageState.Dead;
|
||||
}
|
||||
else if (Thresholds.TryGetValue(DamageState.Critical, out var critThreshold) &&
|
||||
TotalDamage > critThreshold)
|
||||
{
|
||||
CurrentState = DamageState.Critical;
|
||||
}
|
||||
else
|
||||
{
|
||||
CurrentState = DamageState.Alive;
|
||||
}
|
||||
}
|
||||
|
||||
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, e);
|
||||
HealthChangedEvent?.Invoke(e);
|
||||
|
||||
var message = new DamageChangedMessage(this, e.Data);
|
||||
SendMessage(message);
|
||||
|
||||
Dirty();
|
||||
}
|
||||
|
||||
@@ -446,4 +488,17 @@ namespace Content.Shared.GameObjects.Components.Damage
|
||||
ChangeDamage(DamageType.Heat, damage, false);
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public class DamageableComponentState : ComponentState
|
||||
{
|
||||
public readonly Dictionary<DamageType, int> DamageList;
|
||||
public readonly DamageFlag Flags;
|
||||
|
||||
public DamageableComponentState(Dictionary<DamageType, int> damageList, DamageFlag flags) : base(ContentNetIDs.DAMAGEABLE)
|
||||
{
|
||||
DamageList = damageList;
|
||||
Flags = flags;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user