Update DamageableSystem to modern standards (#39417)
* Update DamageableSystem to modern standards * DamageContainerId -> DamageContainerID with lint flag * Replace strings with protoids * Make CVar subscription declarations all consistently whitespaced * ChangeDamage -> TryChangeDamage, cope with C# jank * Revert event signature changes * Restore a comment * Re-add two queries * Init the queries * Use appearanceQuery in DamageChanged * Use damageableQuery in TryChangeDamage * Use damageableQuery in SetDamageModifierSetId * Final cleanup, fix sandboxing * Rectify ExplosionSystem:::ProcessEntity's call to TryChangeDamage * Re-organize DamageableSystem * first big fuck you breaking change. * THATS A LOT OF DAMAGE!!! * Fix test fails * test fixes 2 * push it --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
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@@ -1,8 +1,7 @@
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using Content.Server.Damage.Components;
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using Content.Shared.Damage;
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using Robust.Shared.Player;
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using Content.Shared.Weapons.Melee.Events;
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using System.Linq;
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using Content.Shared.Damage.Systems;
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namespace Content.Server.Damage.Systems;
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@@ -9,7 +9,7 @@ namespace Content.Server.Damage.Systems
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/// </summary>
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public sealed class DamageOnLandSystem : EntitySystem
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{
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly Shared.Damage.Systems.DamageableSystem _damageableSystem = default!;
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public override void Initialize()
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{
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@@ -11,7 +11,7 @@ namespace Content.Server.Damage.Systems
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{
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public sealed class DamageOnToolInteractSystem : EntitySystem
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{
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly Shared.Damage.Systems.DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly SharedToolSystem _toolSystem = default!;
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@@ -35,22 +35,22 @@ namespace Content.Server.Damage.Systems
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&& itemToggle.Activated
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&& !welder.TankSafe)
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{
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var dmg = _damageableSystem.TryChangeDamage(args.Target, weldingDamage, origin: args.User);
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if (dmg != null)
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if (_damageableSystem.TryChangeDamage(args.Target, weldingDamage, out var dmg, origin: args.User))
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{
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_adminLogger.Add(LogType.Damaged,
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$"{ToPrettyString(args.User):user} used {ToPrettyString(args.Used):used} as a welder to deal {dmg.GetTotal():damage} damage to {ToPrettyString(args.Target):target}");
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}
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args.Handled = true;
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}
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else if (component.DefaultDamage is {} damage
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&& _toolSystem.HasQuality(args.Used, component.Tools))
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{
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var dmg = _damageableSystem.TryChangeDamage(args.Target, damage, origin: args.User);
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if (dmg != null)
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if (_damageableSystem.TryChangeDamage(args.Target, damage, out var dmg, origin: args.User))
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{
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_adminLogger.Add(LogType.Damaged,
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$"{ToPrettyString(args.User):user} used {ToPrettyString(args.Used):used} as a tool to deal {dmg.GetTotal():damage} damage to {ToPrettyString(args.Target):target}");
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}
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args.Handled = true;
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}
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@@ -17,7 +17,7 @@ public sealed class DamageOtherOnHitSystem : SharedDamageOtherOnHitSystem
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{
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly GunSystem _guns = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly Shared.Damage.Systems.DamageableSystem _damageable = default!;
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[Dependency] private readonly SharedCameraRecoilSystem _sharedCameraRecoil = default!;
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[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
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@@ -33,13 +33,13 @@ public sealed class DamageOtherOnHitSystem : SharedDamageOtherOnHitSystem
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if (TerminatingOrDeleted(args.Target))
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return;
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var dmg = _damageable.TryChangeDamage(args.Target, component.Damage * _damageable.UniversalThrownDamageModifier, component.IgnoreResistances, origin: args.Component.Thrower);
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var dmg = _damageable.ChangeDamage(args.Target, component.Damage * _damageable.UniversalThrownDamageModifier, component.IgnoreResistances, origin: args.Component.Thrower);
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// Log damage only for mobs. Useful for when people throw spears at each other, but also avoids log-spam when explosions send glass shards flying.
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if (dmg != null && HasComp<MobStateComponent>(args.Target))
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if (HasComp<MobStateComponent>(args.Target))
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_adminLogger.Add(LogType.ThrowHit, $"{ToPrettyString(args.Target):target} received {dmg.GetTotal():damage} damage from collision");
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if (dmg is { Empty: false })
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if (!dmg.Empty)
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{
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_color.RaiseEffect(Color.Red, [args.Target], Filter.Pvs(args.Target, entityManager: EntityManager));
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}
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@@ -1,6 +1,7 @@
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using Content.Server.Damage.Components;
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using Content.Server.Popups;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Systems;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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@@ -1,6 +1,6 @@
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using Content.Server.Damage.Components;
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using Content.Server.Destructible;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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using Content.Shared.Examine;
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using Content.Shared.Rounding;
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using Robust.Shared.Prototypes;
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