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>
This commit is contained in:
Hannah Giovanna Dawson
2025-10-27 19:53:04 +00:00
committed by GitHub
parent cf66dd7b35
commit cdbe92d37d
157 changed files with 1127 additions and 967 deletions

View File

@@ -3,7 +3,8 @@ using Content.Server.Destructible;
using Content.Server.Effects;
using Content.Server.Weapons.Ranged.Systems;
using Content.Shared.Camera;
using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Content.Shared.Damage.Systems;
using Content.Shared.Database;
using Content.Shared.FixedPoint;
using Content.Shared.Projectiles;
@@ -54,64 +55,63 @@ public sealed class ProjectileSystem : SharedProjectileSystem
damageRequired -= damageableComponent.TotalDamage;
damageRequired = FixedPoint2.Max(damageRequired, FixedPoint2.Zero);
}
var modifiedDamage = _damageableSystem.TryChangeDamage(target, ev.Damage, component.IgnoreResistances, damageable: damageableComponent, origin: component.Shooter);
var deleted = Deleted(target);
if (modifiedDamage is not null && Exists(component.Shooter))
if (_damageableSystem.TryChangeDamage((target, damageableComponent), ev.Damage, out var damage, component.IgnoreResistances, origin: component.Shooter) && Exists(component.Shooter))
{
if (modifiedDamage.AnyPositive() && !deleted)
if (!deleted)
{
_color.RaiseEffect(Color.Red, new List<EntityUid> { target }, Filter.Pvs(target, entityManager: EntityManager));
}
_adminLogger.Add(LogType.BulletHit,
LogImpact.Medium,
$"Projectile {ToPrettyString(uid):projectile} shot by {ToPrettyString(component.Shooter!.Value):user} hit {otherName:target} and dealt {modifiedDamage.GetTotal():damage} damage");
}
$"Projectile {ToPrettyString(uid):projectile} shot by {ToPrettyString(component.Shooter!.Value):user} hit {otherName:target} and dealt {damage:damage} damage");
// If penetration is to be considered, we need to do some checks to see if the projectile should stop.
if (modifiedDamage is not null && component.PenetrationThreshold != 0)
{
// If a damage type is required, stop the bullet if the hit entity doesn't have that type.
if (component.PenetrationDamageTypeRequirement != null)
// If penetration is to be considered, we need to do some checks to see if the projectile should stop.
if (component.PenetrationThreshold != 0)
{
var stopPenetration = false;
foreach (var requiredDamageType in component.PenetrationDamageTypeRequirement)
// If a damage type is required, stop the bullet if the hit entity doesn't have that type.
if (component.PenetrationDamageTypeRequirement != null)
{
if (!modifiedDamage.DamageDict.Keys.Contains(requiredDamageType))
var stopPenetration = false;
foreach (var requiredDamageType in component.PenetrationDamageTypeRequirement)
{
stopPenetration = true;
break;
if (!damage.DamageDict.Keys.Contains(requiredDamageType))
{
stopPenetration = true;
break;
}
}
if (stopPenetration)
component.ProjectileSpent = true;
}
// If the object won't be destroyed, it "tanks" the penetration hit.
if (damage.GetTotal() < damageRequired)
{
component.ProjectileSpent = true;
}
if (!component.ProjectileSpent)
{
component.PenetrationAmount += damageRequired;
// The projectile has dealt enough damage to be spent.
if (component.PenetrationAmount >= component.PenetrationThreshold)
{
component.ProjectileSpent = true;
}
}
if (stopPenetration)
component.ProjectileSpent = true;
}
// If the object won't be destroyed, it "tanks" the penetration hit.
if (modifiedDamage.GetTotal() < damageRequired)
else
{
component.ProjectileSpent = true;
}
if (!component.ProjectileSpent)
{
component.PenetrationAmount += damageRequired;
// The projectile has dealt enough damage to be spent.
if (component.PenetrationAmount >= component.PenetrationThreshold)
{
component.ProjectileSpent = true;
}
}
}
else
{
component.ProjectileSpent = true;
}
if (!deleted)
{
_guns.PlayImpactSound(target, modifiedDamage, component.SoundHit, component.ForceSound);
_guns.PlayImpactSound(target, damage, component.SoundHit, component.ForceSound);
if (!args.OurBody.LinearVelocity.IsLengthZero())
_sharedCameraRecoil.KickCamera(target, args.OurBody.LinearVelocity.Normalized());