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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@@ -1,5 +1,6 @@
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using Content.Shared.Clothing.Components;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Examine;
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using Content.Shared.Inventory;
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using Content.Shared.Silicons.Borgs;
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@@ -4,6 +4,7 @@ using Content.Shared.Buckle.Components;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Events;
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using Content.Shared.Damage.ForceSay;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Emoting;
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using Content.Shared.Examine;
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using Content.Shared.Eye.Blinding.Systems;
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@@ -1,6 +1,6 @@
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Robust.Shared.Audio;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage.Systems;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Containers;
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@@ -42,31 +42,31 @@ public sealed partial class BlockingSystem
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private void OnUserDamageModified(EntityUid uid, BlockingUserComponent component, DamageModifyEvent args)
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{
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if (TryComp<BlockingComponent>(component.BlockingItem, out var blocking))
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if (component.BlockingItem is not { } item || !TryComp<BlockingComponent>(item, out var blocking))
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return;
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if (args.Damage.GetTotal() <= 0)
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return;
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// A shield should only block damage it can itself absorb. To determine that we need the Damageable component on it.
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if (!TryComp<DamageableComponent>(item, out var dmgComp))
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return;
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var blockFraction = blocking.IsBlocking ? blocking.ActiveBlockFraction : blocking.PassiveBlockFraction;
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blockFraction = Math.Clamp(blockFraction, 0, 1);
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_damageable.TryChangeDamage((item, dmgComp), blockFraction * args.OriginalDamage);
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var modify = new DamageModifierSet();
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foreach (var key in dmgComp.Damage.DamageDict.Keys)
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{
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if (args.Damage.GetTotal() <= 0)
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return;
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modify.Coefficients.TryAdd(key, 1 - blockFraction);
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}
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// A shield should only block damage it can itself absorb. To determine that we need the Damageable component on it.
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if (!TryComp<DamageableComponent>(component.BlockingItem, out var dmgComp))
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return;
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args.Damage = DamageSpecifier.ApplyModifierSet(args.Damage, modify);
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var blockFraction = blocking.IsBlocking ? blocking.ActiveBlockFraction : blocking.PassiveBlockFraction;
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blockFraction = Math.Clamp(blockFraction, 0, 1);
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_damageable.TryChangeDamage(component.BlockingItem, blockFraction * args.OriginalDamage);
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var modify = new DamageModifierSet();
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foreach (var key in dmgComp.Damage.DamageDict.Keys)
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{
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modify.Coefficients.TryAdd(key, 1 - blockFraction);
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}
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args.Damage = DamageSpecifier.ApplyModifierSet(args.Damage, modify);
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if (blocking.IsBlocking && !args.Damage.Equals(args.OriginalDamage))
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{
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_audio.PlayPvs(blocking.BlockSound, uid);
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}
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if (blocking.IsBlocking && !args.Damage.Equals(args.OriginalDamage))
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{
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_audio.PlayPvs(blocking.BlockSound, uid);
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}
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}
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@@ -6,8 +6,8 @@ using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reaction;
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using Content.Shared.Chemistry.Reagent;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Systems;
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using Content.Shared.EntityEffects.Effects.Solution;
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using Content.Shared.EntityEffects.Effects.Transform;
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using Content.Shared.FixedPoint;
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using Content.Shared.Fluids;
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using Content.Shared.Forensics.Components;
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@@ -99,8 +99,7 @@ public abstract class SharedBloodstreamSystem : EntitySystem
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// bloodloss damage is based on the base value, and modified by how low your blood level is.
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var amt = bloodstream.BloodlossDamage / (0.1f + bloodPercentage);
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_damageableSystem.TryChangeDamage(uid, amt,
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ignoreResistances: false, interruptsDoAfters: false);
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_damageableSystem.TryChangeDamage(uid, amt, ignoreResistances: false, interruptsDoAfters: false);
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// Apply dizziness as a symptom of bloodloss.
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// The effect is applied in a way that it will never be cleared without being healthy.
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@@ -181,7 +181,7 @@ public partial class SharedBodySystem
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{
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// TODO BODY SYSTEM KILL : remove this when wounding and required parts are implemented properly
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var damage = new DamageSpecifier(Prototypes.Index(BloodlossDamageType), 300);
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Damageable.TryChangeDamage(bodyEnt, damage);
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Damageable.ChangeDamage(bodyEnt.Owner, damage);
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}
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}
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@@ -1,4 +1,4 @@
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using Content.Shared.Damage;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Standing;
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using Robust.Shared.Containers;
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@@ -4,7 +4,8 @@ using Content.Shared.Armor;
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using Content.Shared.Atmos.Rotting;
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using Content.Shared.Body.Components;
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using Content.Shared.Changeling.Components;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Database;
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using Content.Shared.DoAfter;
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using Content.Shared.Humanoid;
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@@ -92,7 +93,7 @@ public sealed class ChangelingDevourSystem : EntitySystem
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if (damage.Damage.DamageDict.TryGetValue(damagePoints.Key, out var val) && val > comp.DevourConsumeDamageCap)
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return;
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}
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_damageable.TryChangeDamage(target, comp.DamagePerTick, true, true, damage, user);
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_damageable.ChangeDamage((target.Value, damage), comp.DamagePerTick, true, true, user);
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}
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/// <summary>
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@@ -1,8 +1,10 @@
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using System.Linq;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Mobs.Components;
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using Robust.Shared.Prototypes;
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using System.Linq;
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namespace Content.Shared.Chat;
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@@ -40,7 +42,7 @@ public sealed class SharedSuicideSystem : EntitySystem
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appliedDamageSpecifier.DamageDict[key] = Math.Ceiling((double) (value * lethalAmountOfDamage / totalDamage));
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}
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_damageableSystem.TryChangeDamage(target, appliedDamageSpecifier, true, origin: target);
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_damageableSystem.ChangeDamage(target.AsNullable(), appliedDamageSpecifier, true, origin: target);
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}
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/// <summary>
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@@ -64,6 +66,6 @@ public sealed class SharedSuicideSystem : EntitySystem
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}
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var damage = new DamageSpecifier(damagePrototype, lethalAmountOfDamage);
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_damageableSystem.TryChangeDamage(target, damage, true, origin: target);
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_damageableSystem.ChangeDamage(target.AsNullable(), damage, true, origin: target);
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}
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}
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@@ -2,7 +2,7 @@ using Content.Shared.ActionBlocker;
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using Content.Shared.Buckle.Components;
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using Content.Shared.Climbing.Components;
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using Content.Shared.Climbing.Events;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Systems;
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using Content.Shared.DoAfter;
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using Content.Shared.DragDrop;
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using Content.Shared.Hands.Components;
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@@ -1,5 +1,6 @@
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using Content.Shared.Clothing.Components;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Examine;
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using Content.Shared.Inventory;
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using Content.Shared.Movement.Systems;
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@@ -2,7 +2,7 @@ using Content.Shared.CCVar;
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using Content.Shared.Chemistry.Hypospray.Events;
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using Content.Shared.Climbing.Components;
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using Content.Shared.Climbing.Events;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Systems;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Medical;
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using Content.Shared.Popups;
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@@ -95,7 +95,7 @@ public sealed class ClumsySystem : EntitySystem
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args.Cancelled = true; // fail to catch
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if (ent.Comp.CatchingFailDamage != null)
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_damageable.TryChangeDamage(ent, ent.Comp.CatchingFailDamage, origin: args.Item);
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_damageable.ChangeDamage(ent.Owner, ent.Comp.CatchingFailDamage, origin: args.Item);
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// Collisions don't work properly with PopupPredicted or PlayPredicted.
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// So we make this server only.
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@@ -127,7 +127,7 @@ public sealed class ClumsySystem : EntitySystem
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return;
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if (ent.Comp.GunShootFailDamage != null)
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_damageable.TryChangeDamage(ent, ent.Comp.GunShootFailDamage, origin: ent);
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_damageable.ChangeDamage(ent.Owner, ent.Comp.GunShootFailDamage, origin: ent);
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_stun.TryUpdateParalyzeDuration(ent, ent.Comp.GunShootFailStunTime);
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@@ -199,7 +199,7 @@ public sealed class ClumsySystem : EntitySystem
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{
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stunTime = bonkComp.BonkTime;
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if (bonkComp.BonkDamage != null)
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_damageable.TryChangeDamage(target, bonkComp.BonkDamage, true);
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_damageable.ChangeDamage(target.Owner, bonkComp.BonkDamage, true);
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}
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_stun.TryUpdateParalyzeDuration(target, stunTime);
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@@ -1,3 +1,4 @@
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using Content.Shared.Damage.Systems;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Damage.Components;
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@@ -1,4 +1,5 @@
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Damage.Systems;
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using Content.Shared.FixedPoint;
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using Content.Shared.Mobs;
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using Content.Shared.StatusIcon;
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@@ -6,105 +7,100 @@ using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Damage
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namespace Content.Shared.Damage.Components;
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/// <summary>
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/// Component that allows entities to take damage.
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/// </summary>
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/// <remarks>
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/// The supported damage types are specified using a <see cref="DamageContainerPrototype"/>s. DamageContainers
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/// may also have resistances to certain damage types, defined via a <see cref="DamageModifierSetPrototype"/>.
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/// </remarks>
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[RegisterComponent]
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[NetworkedComponent]
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[Access(typeof(DamageableSystem), Other = AccessPermissions.ReadExecute)]
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public sealed partial class DamageableComponent : Component
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{
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/// <summary>
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/// Component that allows entities to take damage.
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/// This <see cref="DamageContainerPrototype"/> specifies what damage types are supported by this component.
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/// If null, all damage types will be supported.
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/// </summary>
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[DataField("damageContainer")]
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// ReSharper disable once InconsistentNaming - This is wrong but fixing it is potentially annoying for downstreams.
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public ProtoId<DamageContainerPrototype>? DamageContainerID;
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/// <summary>
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/// This <see cref="DamageModifierSetPrototype"/> will be applied to any damage that is dealt to this container,
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/// unless the damage explicitly ignores resistances.
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/// </summary>
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/// <remarks>
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/// The supported damage types are specified using a <see cref="DamageContainerPrototype"/>s. DamageContainers
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/// may also have resistances to certain damage types, defined via a <see cref="DamageModifierSetPrototype"/>.
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/// Though DamageModifierSets can be deserialized directly, we only want to use the prototype version here
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/// to reduce duplication.
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/// </remarks>
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[RegisterComponent]
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[NetworkedComponent]
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[Access(typeof(DamageableSystem), Other = AccessPermissions.ReadExecute)]
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public sealed partial class DamageableComponent : Component
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[DataField("damageModifierSet")]
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public ProtoId<DamageModifierSetPrototype>? DamageModifierSetId;
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/// <summary>
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/// All the damage information is stored in this <see cref="DamageSpecifier"/>.
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/// </summary>
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/// <remarks>
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/// If this data-field is specified, this allows damageable components to be initialized with non-zero damage.
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/// </remarks>
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[DataField(readOnly: true)] //TODO FULL GAME SAVE
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public DamageSpecifier Damage = new();
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/// <summary>
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/// Damage, indexed by <see cref="DamageGroupPrototype"/> ID keys.
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/// </summary>
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/// <remarks>
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/// Groups which have no members that are supported by this component will not be present in this
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/// dictionary.
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/// </remarks>
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[ViewVariables] public Dictionary<string, FixedPoint2> DamagePerGroup = new();
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/// <summary>
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/// The sum of all damages in the DamageableComponent.
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/// </summary>
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[ViewVariables]
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public FixedPoint2 TotalDamage;
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[DataField("radiationDamageTypes")]
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// ReSharper disable once UseCollectionExpression - Cannot refactor this as it's a potential sandbox violation.
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public List<ProtoId<DamageTypePrototype>> RadiationDamageTypeIDs = new() { "Radiation" };
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/// <summary>
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/// Group types that affect the pain overlay.
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/// </summary>
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/// TODO: Add support for adding damage types specifically rather than whole damage groups
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[DataField]
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// ReSharper disable once UseCollectionExpression - Cannot refactor this as it's a potential sandbox volation.
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public List<ProtoId<DamageGroupPrototype>> PainDamageGroups = new() { "Brute", "Burn" };
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[DataField]
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public Dictionary<MobState, ProtoId<HealthIconPrototype>> HealthIcons = new()
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{
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/// <summary>
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/// This <see cref="DamageContainerPrototype"/> specifies what damage types are supported by this component.
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/// If null, all damage types will be supported.
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/// </summary>
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[DataField("damageContainer")]
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public ProtoId<DamageContainerPrototype>? DamageContainerID;
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{ MobState.Alive, "HealthIconFine" },
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{ MobState.Critical, "HealthIconCritical" },
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{ MobState.Dead, "HealthIconDead" },
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};
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/// <summary>
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/// This <see cref="DamageModifierSetPrototype"/> will be applied to any damage that is dealt to this container,
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/// unless the damage explicitly ignores resistances.
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/// </summary>
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/// <remarks>
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/// Though DamageModifierSets can be deserialized directly, we only want to use the prototype version here
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/// to reduce duplication.
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/// </remarks>
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[DataField("damageModifierSet")]
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public ProtoId<DamageModifierSetPrototype>? DamageModifierSetId;
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[DataField]
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public ProtoId<HealthIconPrototype> RottingIcon = "HealthIconRotting";
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/// <summary>
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/// All the damage information is stored in this <see cref="DamageSpecifier"/>.
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/// </summary>
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/// <remarks>
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/// If this data-field is specified, this allows damageable components to be initialized with non-zero damage.
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/// </remarks>
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[DataField(readOnly: true)] // TODO FULL GAME SAVE
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public DamageSpecifier Damage = new();
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/// <summary>
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/// Damage, indexed by <see cref="DamageGroupPrototype"/> ID keys.
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/// </summary>
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/// <remarks>
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/// Groups which have no members that are supported by this component will not be present in this
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/// dictionary.
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/// </remarks>
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[ViewVariables] public Dictionary<string, FixedPoint2> DamagePerGroup = new();
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/// <summary>
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/// The sum of all damages in the DamageableComponent.
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/// </summary>
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[ViewVariables]
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public FixedPoint2 TotalDamage;
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[DataField("radiationDamageTypes")]
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public List<ProtoId<DamageTypePrototype>> RadiationDamageTypeIDs = new() { "Radiation" };
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/// <summary>
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/// Group types that affect the pain overlay.
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/// </summary>
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/// TODO: Add support for adding damage types specifically rather than whole damage groups
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[DataField]
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public List<ProtoId<DamageGroupPrototype>> PainDamageGroups = new() { "Brute", "Burn" };
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[DataField]
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public Dictionary<MobState, ProtoId<HealthIconPrototype>> HealthIcons = new()
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{
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{ MobState.Alive, "HealthIconFine" },
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{ MobState.Critical, "HealthIconCritical" },
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{ MobState.Dead, "HealthIconDead" },
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};
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[DataField]
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public ProtoId<HealthIconPrototype> RottingIcon = "HealthIconRotting";
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[DataField]
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public FixedPoint2? HealthBarThreshold;
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}
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[Serializable, NetSerializable]
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public sealed class DamageableComponentState : ComponentState
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{
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public readonly Dictionary<string, FixedPoint2> DamageDict;
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public readonly string? DamageContainerId;
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public readonly string? ModifierSetId;
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public readonly FixedPoint2? HealthBarThreshold;
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public DamageableComponentState(
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Dictionary<string, FixedPoint2> damageDict,
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string? damageContainerId,
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string? modifierSetId,
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FixedPoint2? healthBarThreshold)
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{
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DamageDict = damageDict;
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DamageContainerId = damageContainerId;
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ModifierSetId = modifierSetId;
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HealthBarThreshold = healthBarThreshold;
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}
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}
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[DataField]
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public FixedPoint2? HealthBarThreshold;
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}
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[Serializable, NetSerializable]
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public sealed class DamageableComponentState(
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Dictionary<string, FixedPoint2> damageDict,
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ProtoId<DamageContainerPrototype>? damageContainerId,
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ProtoId<DamageModifierSetPrototype>? modifierSetId,
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FixedPoint2? healthBarThreshold)
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: ComponentState
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{
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public readonly Dictionary<string, FixedPoint2> DamageDict = damageDict;
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public readonly ProtoId<DamageContainerPrototype>? DamageContainerId = damageContainerId;
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public readonly ProtoId<DamageModifierSetPrototype>? ModifierSetId = modifierSetId;
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public readonly FixedPoint2? HealthBarThreshold = healthBarThreshold;
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}
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using Content.Shared.Damage.Systems;
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.Damage.Components;
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using Content.Shared.Damage.Systems;
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.Damage.Components;
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.Damage.Prototypes;
|
||||
using Robust.Shared.Serialization;
|
||||
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using System.Linq;
|
||||
using System.Text.Json.Serialization;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.Damage.Prototypes;
|
||||
using Content.Shared.FixedPoint;
|
||||
using JetBrains.Annotations;
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
using Content.Shared.Damage.Components;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Damage.Prototypes
|
||||
{
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
using Content.Shared.Damage.Components;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Damage.Prototypes
|
||||
{
|
||||
|
||||
@@ -73,9 +73,9 @@ public sealed class DamageOnAttackedSystem : EntitySystem
|
||||
}
|
||||
}
|
||||
|
||||
totalDamage = _damageableSystem.TryChangeDamage(args.User, totalDamage, entity.Comp.IgnoreResistances, origin: entity);
|
||||
totalDamage = _damageableSystem.ChangeDamage(args.User, totalDamage, entity.Comp.IgnoreResistances, origin: entity);
|
||||
|
||||
if (totalDamage != null && totalDamage.AnyPositive())
|
||||
if (totalDamage.AnyPositive())
|
||||
{
|
||||
_adminLogger.Add(LogType.Damaged, $"{ToPrettyString(args.User):user} injured themselves by attacking {ToPrettyString(entity):target} and received {totalDamage.GetTotal():damage} damage");
|
||||
_audioSystem.PlayPredicted(entity.Comp.InteractSound, entity, args.User);
|
||||
|
||||
@@ -65,7 +65,7 @@ public sealed class DamageOnInteractSystem : EntitySystem
|
||||
// or checking the entity for the comp itself if the inventory didn't work
|
||||
if (protectiveEntity.Comp == null && TryComp<DamageOnInteractProtectionComponent>(args.User, out var protectiveComp))
|
||||
protectiveEntity = (args.User, protectiveComp);
|
||||
|
||||
|
||||
|
||||
// if protectiveComp isn't null after all that, it means the user has protection,
|
||||
// so let's calculate how much they resist
|
||||
@@ -75,9 +75,9 @@ public sealed class DamageOnInteractSystem : EntitySystem
|
||||
}
|
||||
}
|
||||
|
||||
totalDamage = _damageableSystem.TryChangeDamage(args.User, totalDamage, origin: args.Target);
|
||||
totalDamage = _damageableSystem.ChangeDamage(args.User, totalDamage, origin: args.Target);
|
||||
|
||||
if (totalDamage != null && totalDamage.AnyPositive())
|
||||
if (totalDamage.AnyPositive())
|
||||
{
|
||||
// Record this interaction and determine when a user is allowed to interact with this entity again
|
||||
entity.Comp.LastInteraction = _gameTiming.CurTime;
|
||||
|
||||
235
Content.Shared/Damage/Systems/DamageableSystem.API.cs
Normal file
235
Content.Shared/Damage/Systems/DamageableSystem.API.cs
Normal file
@@ -0,0 +1,235 @@
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.Damage.Prototypes;
|
||||
using Content.Shared.FixedPoint;
|
||||
using Robust.Shared.Prototypes;
|
||||
|
||||
namespace Content.Shared.Damage.Systems;
|
||||
|
||||
public sealed partial class DamageableSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// Directly sets the damage specifier of a damageable component.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Useful for some unfriendly folk. Also ensures that cached values are updated and that a damage changed
|
||||
/// event is raised.
|
||||
/// </remarks>
|
||||
public void SetDamage(Entity<DamageableComponent?> ent, DamageSpecifier damage)
|
||||
{
|
||||
if (!_damageableQuery.Resolve(ent, ref ent.Comp, false))
|
||||
return;
|
||||
|
||||
ent.Comp.Damage = damage;
|
||||
|
||||
OnEntityDamageChanged((ent, ent.Comp));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies damage specified via a <see cref="DamageSpecifier"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <see cref="DamageSpecifier"/> is effectively just a dictionary of damage types and damage values. This
|
||||
/// function just applies the container's resistances (unless otherwise specified) and then changes the
|
||||
/// stored damage data. Division of group damage into types is managed by <see cref="DamageSpecifier"/>.
|
||||
/// </remarks>
|
||||
/// <returns>
|
||||
/// If the attempt was successful or not.
|
||||
/// </returns>
|
||||
public bool TryChangeDamage(
|
||||
Entity<DamageableComponent?> ent,
|
||||
DamageSpecifier damage,
|
||||
bool ignoreResistances = false,
|
||||
bool interruptsDoAfters = true,
|
||||
EntityUid? origin = null,
|
||||
bool ignoreGlobalModifiers = false
|
||||
)
|
||||
{
|
||||
//! Empty just checks if the DamageSpecifier is _literally_ empty, as in, is internal dictionary of damage types is empty.
|
||||
// If you deal 0.0 of some damage type, Empty will be false!
|
||||
return !TryChangeDamage(ent, damage, out _, ignoreResistances, interruptsDoAfters, origin, ignoreGlobalModifiers);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies damage specified via a <see cref="DamageSpecifier"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <see cref="DamageSpecifier"/> is effectively just a dictionary of damage types and damage values. This
|
||||
/// function just applies the container's resistances (unless otherwise specified) and then changes the
|
||||
/// stored damage data. Division of group damage into types is managed by <see cref="DamageSpecifier"/>.
|
||||
/// </remarks>
|
||||
/// <returns>
|
||||
/// If the attempt was successful or not.
|
||||
/// </returns>
|
||||
public bool TryChangeDamage(
|
||||
Entity<DamageableComponent?> ent,
|
||||
DamageSpecifier damage,
|
||||
out DamageSpecifier newDamage,
|
||||
bool ignoreResistances = false,
|
||||
bool interruptsDoAfters = true,
|
||||
EntityUid? origin = null,
|
||||
bool ignoreGlobalModifiers = false
|
||||
)
|
||||
{
|
||||
//! Empty just checks if the DamageSpecifier is _literally_ empty, as in, is internal dictionary of damage types is empty.
|
||||
// If you deal 0.0 of some damage type, Empty will be false!
|
||||
newDamage = ChangeDamage(ent, damage, ignoreResistances, interruptsDoAfters, origin, ignoreGlobalModifiers);
|
||||
return !damage.Empty;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies damage specified via a <see cref="DamageSpecifier"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <see cref="DamageSpecifier"/> is effectively just a dictionary of damage types and damage values. This
|
||||
/// function just applies the container's resistances (unless otherwise specified) and then changes the
|
||||
/// stored damage data. Division of group damage into types is managed by <see cref="DamageSpecifier"/>.
|
||||
/// </remarks>
|
||||
/// <returns>
|
||||
/// The actual amount of damage taken, as a DamageSpecifier.
|
||||
/// </returns>
|
||||
public DamageSpecifier ChangeDamage(
|
||||
Entity<DamageableComponent?> ent,
|
||||
DamageSpecifier damage,
|
||||
bool ignoreResistances = false,
|
||||
bool interruptsDoAfters = true,
|
||||
EntityUid? origin = null,
|
||||
bool ignoreGlobalModifiers = false
|
||||
)
|
||||
{
|
||||
var damageDone = new DamageSpecifier();
|
||||
|
||||
if (!_damageableQuery.Resolve(ent, ref ent.Comp, false))
|
||||
return damageDone;
|
||||
|
||||
if (damage.Empty)
|
||||
return damageDone;
|
||||
|
||||
var before = new BeforeDamageChangedEvent(damage, origin);
|
||||
RaiseLocalEvent(ent, ref before);
|
||||
|
||||
if (before.Cancelled)
|
||||
return damageDone;
|
||||
|
||||
// Apply resistances
|
||||
if (!ignoreResistances)
|
||||
{
|
||||
if (
|
||||
ent.Comp.DamageModifierSetId != null &&
|
||||
_prototypeManager.Resolve(ent.Comp.DamageModifierSetId, out var modifierSet)
|
||||
)
|
||||
damage = DamageSpecifier.ApplyModifierSet(damage, modifierSet);
|
||||
|
||||
// TODO DAMAGE
|
||||
// byref struct event.
|
||||
var ev = new DamageModifyEvent(damage, origin);
|
||||
RaiseLocalEvent(ent, ev);
|
||||
damage = ev.Damage;
|
||||
|
||||
if (damage.Empty)
|
||||
return damageDone;
|
||||
}
|
||||
|
||||
if (!ignoreGlobalModifiers)
|
||||
damage = ApplyUniversalAllModifiers(damage);
|
||||
|
||||
|
||||
damageDone.DamageDict.EnsureCapacity(damage.DamageDict.Count);
|
||||
|
||||
var dict = ent.Comp.Damage.DamageDict;
|
||||
foreach (var (type, value) in damage.DamageDict)
|
||||
{
|
||||
// CollectionsMarshal my beloved.
|
||||
if (!dict.TryGetValue(type, out var oldValue))
|
||||
continue;
|
||||
|
||||
var newValue = FixedPoint2.Max(FixedPoint2.Zero, oldValue + value);
|
||||
if (newValue == oldValue)
|
||||
continue;
|
||||
|
||||
dict[type] = newValue;
|
||||
damageDone.DamageDict[type] = newValue - oldValue;
|
||||
}
|
||||
|
||||
if (!damageDone.Empty)
|
||||
OnEntityDamageChanged((ent, ent.Comp), damageDone, interruptsDoAfters, origin);
|
||||
|
||||
return damageDone;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies the two universal "All" modifiers, if set.
|
||||
/// Individual damage source modifiers are set in their respective code.
|
||||
/// </summary>
|
||||
/// <param name="damage">The damage to be changed.</param>
|
||||
public DamageSpecifier ApplyUniversalAllModifiers(DamageSpecifier damage)
|
||||
{
|
||||
// Checks for changes first since they're unlikely in normal play.
|
||||
if (
|
||||
MathHelper.CloseToPercent(UniversalAllDamageModifier, 1f) &&
|
||||
MathHelper.CloseToPercent(UniversalAllHealModifier, 1f)
|
||||
)
|
||||
return damage;
|
||||
|
||||
foreach (var (key, value) in damage.DamageDict)
|
||||
{
|
||||
if (value == 0)
|
||||
continue;
|
||||
|
||||
if (value > 0)
|
||||
{
|
||||
damage.DamageDict[key] *= UniversalAllDamageModifier;
|
||||
|
||||
continue;
|
||||
}
|
||||
|
||||
if (value < 0)
|
||||
damage.DamageDict[key] *= UniversalAllHealModifier;
|
||||
}
|
||||
|
||||
return damage;
|
||||
}
|
||||
|
||||
public void ClearAllDamage(Entity<DamageableComponent?> ent)
|
||||
{
|
||||
SetAllDamage(ent, FixedPoint2.Zero);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets all damage types supported by a <see cref="Components.DamageableComponent"/> to the specified value.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Does nothing If the given damage value is negative.
|
||||
/// </remarks>
|
||||
public void SetAllDamage(Entity<DamageableComponent?> ent, FixedPoint2 newValue)
|
||||
{
|
||||
if (!_damageableQuery.Resolve(ent, ref ent.Comp, false))
|
||||
return;
|
||||
|
||||
if (newValue < 0)
|
||||
return;
|
||||
|
||||
foreach (var type in ent.Comp.Damage.DamageDict.Keys)
|
||||
{
|
||||
ent.Comp.Damage.DamageDict[type] = newValue;
|
||||
}
|
||||
|
||||
// Setting damage does not count as 'dealing' damage, even if it is set to a larger value, so we pass an
|
||||
// empty damage delta.
|
||||
OnEntityDamageChanged((ent, ent.Comp), new DamageSpecifier());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Set's the damage modifier set prototype for this entity.
|
||||
/// </summary>
|
||||
/// <param name="ent">The entity we're setting the modifier set of.</param>
|
||||
/// <param name="damageModifierSetId">The prototype we're setting.</param>
|
||||
public void SetDamageModifierSetId(Entity<DamageableComponent?> ent, ProtoId<DamageModifierSetPrototype>? damageModifierSetId)
|
||||
{
|
||||
if (!_damageableQuery.Resolve(ent, ref ent.Comp, false))
|
||||
return;
|
||||
|
||||
ent.Comp.DamageModifierSetId = damageModifierSetId;
|
||||
|
||||
Dirty(ent);
|
||||
}
|
||||
}
|
||||
@@ -1,4 +1,6 @@
|
||||
namespace Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Components;
|
||||
|
||||
namespace Content.Shared.Damage.Systems;
|
||||
|
||||
public sealed partial class DamageableSystem
|
||||
{
|
||||
@@ -9,7 +11,7 @@ public sealed partial class DamageableSystem
|
||||
{
|
||||
foreach (var (uid, damageable) in damageables)
|
||||
{
|
||||
TryChangeDamage(uid, damage, damageable: damageable);
|
||||
TryChangeDamage((uid, damageable), damage);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
290
Content.Shared/Damage/Systems/DamageableSystem.Events.cs
Normal file
290
Content.Shared/Damage/Systems/DamageableSystem.Events.cs
Normal file
@@ -0,0 +1,290 @@
|
||||
using Content.Shared.CCVar;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.Damage.Prototypes;
|
||||
using Content.Shared.FixedPoint;
|
||||
using Content.Shared.Inventory;
|
||||
using Content.Shared.Radiation.Events;
|
||||
using Content.Shared.Rejuvenate;
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
namespace Content.Shared.Damage.Systems;
|
||||
|
||||
public sealed partial class DamageableSystem
|
||||
{
|
||||
public override void Initialize()
|
||||
{
|
||||
SubscribeLocalEvent<DamageableComponent, ComponentInit>(DamageableInit);
|
||||
SubscribeLocalEvent<DamageableComponent, ComponentHandleState>(DamageableHandleState);
|
||||
SubscribeLocalEvent<DamageableComponent, ComponentGetState>(DamageableGetState);
|
||||
SubscribeLocalEvent<DamageableComponent, OnIrradiatedEvent>(OnIrradiated);
|
||||
SubscribeLocalEvent<DamageableComponent, RejuvenateEvent>(OnRejuvenate);
|
||||
|
||||
_appearanceQuery = GetEntityQuery<AppearanceComponent>();
|
||||
_damageableQuery = GetEntityQuery<DamageableComponent>();
|
||||
|
||||
// Damage modifier CVars are updated and stored here to be queried in other systems.
|
||||
// Note that certain modifiers requires reloading the guidebook.
|
||||
Subs.CVar(
|
||||
_config,
|
||||
CCVars.PlaytestAllDamageModifier,
|
||||
value =>
|
||||
{
|
||||
UniversalAllDamageModifier = value;
|
||||
_chemistryGuideData.ReloadAllReagentPrototypes();
|
||||
_explosion.ReloadMap();
|
||||
},
|
||||
true
|
||||
);
|
||||
Subs.CVar(
|
||||
_config,
|
||||
CCVars.PlaytestAllHealModifier,
|
||||
value =>
|
||||
{
|
||||
UniversalAllHealModifier = value;
|
||||
_chemistryGuideData.ReloadAllReagentPrototypes();
|
||||
},
|
||||
true
|
||||
);
|
||||
Subs.CVar(
|
||||
_config,
|
||||
CCVars.PlaytestProjectileDamageModifier,
|
||||
value => UniversalProjectileDamageModifier = value,
|
||||
true
|
||||
);
|
||||
Subs.CVar(
|
||||
_config,
|
||||
CCVars.PlaytestMeleeDamageModifier,
|
||||
value => UniversalMeleeDamageModifier = value,
|
||||
true
|
||||
);
|
||||
Subs.CVar(
|
||||
_config,
|
||||
CCVars.PlaytestProjectileDamageModifier,
|
||||
value => UniversalProjectileDamageModifier = value,
|
||||
true
|
||||
);
|
||||
Subs.CVar(
|
||||
_config,
|
||||
CCVars.PlaytestHitscanDamageModifier,
|
||||
value => UniversalHitscanDamageModifier = value,
|
||||
true
|
||||
);
|
||||
Subs.CVar(
|
||||
_config,
|
||||
CCVars.PlaytestReagentDamageModifier,
|
||||
value =>
|
||||
{
|
||||
UniversalReagentDamageModifier = value;
|
||||
_chemistryGuideData.ReloadAllReagentPrototypes();
|
||||
},
|
||||
true
|
||||
);
|
||||
Subs.CVar(
|
||||
_config,
|
||||
CCVars.PlaytestReagentHealModifier,
|
||||
value =>
|
||||
{
|
||||
UniversalReagentHealModifier = value;
|
||||
_chemistryGuideData.ReloadAllReagentPrototypes();
|
||||
},
|
||||
true
|
||||
);
|
||||
Subs.CVar(
|
||||
_config,
|
||||
CCVars.PlaytestExplosionDamageModifier,
|
||||
value =>
|
||||
{
|
||||
UniversalExplosionDamageModifier = value;
|
||||
_explosion.ReloadMap();
|
||||
},
|
||||
true
|
||||
);
|
||||
Subs.CVar(
|
||||
_config,
|
||||
CCVars.PlaytestThrownDamageModifier,
|
||||
value => UniversalThrownDamageModifier = value,
|
||||
true
|
||||
);
|
||||
Subs.CVar(
|
||||
_config,
|
||||
CCVars.PlaytestTopicalsHealModifier,
|
||||
value => UniversalTopicalsHealModifier = value,
|
||||
true
|
||||
);
|
||||
Subs.CVar(
|
||||
_config,
|
||||
CCVars.PlaytestMobDamageModifier,
|
||||
value => UniversalMobDamageModifier = value,
|
||||
true
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initialize a damageable component
|
||||
/// </summary>
|
||||
private void DamageableInit(Entity<DamageableComponent> ent, ref ComponentInit _)
|
||||
{
|
||||
if (
|
||||
ent.Comp.DamageContainerID is null ||
|
||||
!_prototypeManager.Resolve(ent.Comp.DamageContainerID, out var damageContainerPrototype)
|
||||
)
|
||||
{
|
||||
// No DamageContainerPrototype was given. So we will allow the container to support all damage types
|
||||
foreach (var type in _prototypeManager.EnumeratePrototypes<DamageTypePrototype>())
|
||||
{
|
||||
ent.Comp.Damage.DamageDict.TryAdd(type.ID, FixedPoint2.Zero);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Initialize damage dictionary, using the types and groups from the damage
|
||||
// container prototype
|
||||
foreach (var type in damageContainerPrototype.SupportedTypes)
|
||||
{
|
||||
ent.Comp.Damage.DamageDict.TryAdd(type, FixedPoint2.Zero);
|
||||
}
|
||||
|
||||
foreach (var groupId in damageContainerPrototype.SupportedGroups)
|
||||
{
|
||||
var group = _prototypeManager.Index(groupId);
|
||||
foreach (var type in group.DamageTypes)
|
||||
{
|
||||
ent.Comp.Damage.DamageDict.TryAdd(type, FixedPoint2.Zero);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ent.Comp.Damage.GetDamagePerGroup(_prototypeManager, ent.Comp.DamagePerGroup);
|
||||
ent.Comp.TotalDamage = ent.Comp.Damage.GetTotal();
|
||||
}
|
||||
|
||||
private void OnIrradiated(Entity<DamageableComponent> ent, ref OnIrradiatedEvent args)
|
||||
{
|
||||
var damageValue = FixedPoint2.New(args.TotalRads);
|
||||
|
||||
// Radiation should really just be a damage group instead of a list of types.
|
||||
DamageSpecifier damage = new();
|
||||
foreach (var typeId in ent.Comp.RadiationDamageTypeIDs)
|
||||
{
|
||||
damage.DamageDict.Add(typeId, damageValue);
|
||||
}
|
||||
|
||||
ChangeDamage(ent.Owner, damage, interruptsDoAfters: false, origin: args.Origin);
|
||||
}
|
||||
|
||||
private void OnRejuvenate(Entity<DamageableComponent> ent, ref RejuvenateEvent args)
|
||||
{
|
||||
// Do this so that the state changes when we set the damage
|
||||
_mobThreshold.SetAllowRevives(ent, true);
|
||||
ClearAllDamage(ent.AsNullable());
|
||||
_mobThreshold.SetAllowRevives(ent, false);
|
||||
}
|
||||
|
||||
private void DamageableHandleState(Entity<DamageableComponent> ent, ref ComponentHandleState args)
|
||||
{
|
||||
if (args.Current is not DamageableComponentState state)
|
||||
return;
|
||||
|
||||
ent.Comp.DamageContainerID = state.DamageContainerId;
|
||||
ent.Comp.DamageModifierSetId = state.ModifierSetId;
|
||||
ent.Comp.HealthBarThreshold = state.HealthBarThreshold;
|
||||
|
||||
// Has the damage actually changed?
|
||||
DamageSpecifier newDamage = new() { DamageDict = new Dictionary<string, FixedPoint2>(state.DamageDict) };
|
||||
var delta = newDamage - ent.Comp.Damage;
|
||||
delta.TrimZeros();
|
||||
|
||||
if (delta.Empty)
|
||||
return;
|
||||
|
||||
ent.Comp.Damage = newDamage;
|
||||
|
||||
OnEntityDamageChanged(ent, delta);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Raised before damage is done, so stuff can cancel it if necessary.
|
||||
/// </summary>
|
||||
[ByRefEvent]
|
||||
public record struct BeforeDamageChangedEvent(DamageSpecifier Damage, EntityUid? Origin = null, bool Cancelled = false);
|
||||
|
||||
/// <summary>
|
||||
/// Raised on an entity when damage is about to be dealt,
|
||||
/// in case anything else needs to modify it other than the base
|
||||
/// damageable component.
|
||||
///
|
||||
/// For example, armor.
|
||||
/// </summary>
|
||||
public sealed class DamageModifyEvent(DamageSpecifier damage, EntityUid? origin = null)
|
||||
: EntityEventArgs, IInventoryRelayEvent
|
||||
{
|
||||
// Whenever locational damage is a thing, this should just check only that bit of armour.
|
||||
public SlotFlags TargetSlots => ~SlotFlags.POCKET;
|
||||
|
||||
public readonly DamageSpecifier OriginalDamage = damage;
|
||||
public DamageSpecifier Damage = damage;
|
||||
}
|
||||
|
||||
public sealed class DamageChangedEvent : EntityEventArgs
|
||||
{
|
||||
/// <summary>
|
||||
/// This is the component whose damage was changed.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Given that nearly every component that cares about a change in the damage, needs to know the
|
||||
/// current damage values, directly passing this information prevents a lot of duplicate
|
||||
/// Owner.TryGetComponent() calls.
|
||||
/// </remarks>
|
||||
public readonly DamageableComponent Damageable;
|
||||
|
||||
/// <summary>
|
||||
/// The amount by which the damage has changed. If the damage was set directly to some number, this will be
|
||||
/// null.
|
||||
/// </summary>
|
||||
public readonly DamageSpecifier? DamageDelta;
|
||||
|
||||
/// <summary>
|
||||
/// Was any of the damage change dealing damage, or was it all healing?
|
||||
/// </summary>
|
||||
public readonly bool DamageIncreased;
|
||||
|
||||
/// <summary>
|
||||
/// Does this event interrupt DoAfters?
|
||||
/// Note: As provided in the constructor, this *does not* account for DamageIncreased.
|
||||
/// As written into the event, this *does* account for DamageIncreased.
|
||||
/// </summary>
|
||||
public readonly bool InterruptsDoAfters;
|
||||
|
||||
/// <summary>
|
||||
/// Contains the entity which caused the change in damage, if any was responsible.
|
||||
/// </summary>
|
||||
public readonly EntityUid? Origin;
|
||||
|
||||
public DamageChangedEvent(
|
||||
DamageableComponent damageable,
|
||||
DamageSpecifier? damageDelta,
|
||||
bool interruptsDoAfters,
|
||||
EntityUid? origin
|
||||
)
|
||||
{
|
||||
Damageable = damageable;
|
||||
DamageDelta = damageDelta;
|
||||
Origin = origin;
|
||||
|
||||
if (DamageDelta is null)
|
||||
return;
|
||||
|
||||
foreach (var damageChange in DamageDelta.DamageDict.Values)
|
||||
{
|
||||
if (damageChange <= 0)
|
||||
continue;
|
||||
|
||||
DamageIncreased = true;
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
InterruptsDoAfters = interruptsDoAfters && DamageIncreased;
|
||||
}
|
||||
}
|
||||
@@ -1,469 +1,97 @@
|
||||
using System.Linq;
|
||||
using Content.Shared.CCVar;
|
||||
using Content.Shared.Chemistry;
|
||||
using Content.Shared.Damage.Prototypes;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.Explosion.EntitySystems;
|
||||
using Content.Shared.FixedPoint;
|
||||
using Content.Shared.Inventory;
|
||||
using Content.Shared.Mobs.Components;
|
||||
using Content.Shared.Mobs.Systems;
|
||||
using Content.Shared.Radiation.Events;
|
||||
using Content.Shared.Rejuvenate;
|
||||
using Robust.Shared.Configuration;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Network;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Shared.Damage
|
||||
namespace Content.Shared.Damage.Systems;
|
||||
|
||||
public sealed partial class DamageableSystem : EntitySystem
|
||||
{
|
||||
public sealed partial class DamageableSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
||||
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
|
||||
[Dependency] private readonly INetManager _netMan = default!;
|
||||
[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
|
||||
[Dependency] private readonly IConfigurationManager _config = default!;
|
||||
[Dependency] private readonly SharedChemistryGuideDataSystem _chemistryGuideData = default!;
|
||||
[Dependency] private readonly SharedExplosionSystem _explosion = default!;
|
||||
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
||||
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
|
||||
[Dependency] private readonly INetManager _netMan = default!;
|
||||
[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
|
||||
[Dependency] private readonly IConfigurationManager _config = default!;
|
||||
[Dependency] private readonly SharedChemistryGuideDataSystem _chemistryGuideData = default!;
|
||||
[Dependency] private readonly SharedExplosionSystem _explosion = default!;
|
||||
|
||||
private EntityQuery<AppearanceComponent> _appearanceQuery;
|
||||
private EntityQuery<DamageableComponent> _damageableQuery;
|
||||
private EntityQuery<AppearanceComponent> _appearanceQuery;
|
||||
private EntityQuery<DamageableComponent> _damageableQuery;
|
||||
|
||||
public float UniversalAllDamageModifier { get; private set; } = 1f;
|
||||
public float UniversalAllHealModifier { get; private set; } = 1f;
|
||||
public float UniversalMeleeDamageModifier { get; private set; } = 1f;
|
||||
public float UniversalProjectileDamageModifier { get; private set; } = 1f;
|
||||
public float UniversalHitscanDamageModifier { get; private set; } = 1f;
|
||||
public float UniversalReagentDamageModifier { get; private set; } = 1f;
|
||||
public float UniversalReagentHealModifier { get; private set; } = 1f;
|
||||
public float UniversalExplosionDamageModifier { get; private set; } = 1f;
|
||||
public float UniversalThrownDamageModifier { get; private set; } = 1f;
|
||||
public float UniversalTopicalsHealModifier { get; private set; } = 1f;
|
||||
public float UniversalMobDamageModifier { get; private set; } = 1f;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
SubscribeLocalEvent<DamageableComponent, ComponentInit>(DamageableInit);
|
||||
SubscribeLocalEvent<DamageableComponent, ComponentHandleState>(DamageableHandleState);
|
||||
SubscribeLocalEvent<DamageableComponent, ComponentGetState>(DamageableGetState);
|
||||
SubscribeLocalEvent<DamageableComponent, OnIrradiatedEvent>(OnIrradiated);
|
||||
SubscribeLocalEvent<DamageableComponent, RejuvenateEvent>(OnRejuvenate);
|
||||
|
||||
_appearanceQuery = GetEntityQuery<AppearanceComponent>();
|
||||
_damageableQuery = GetEntityQuery<DamageableComponent>();
|
||||
|
||||
// Damage modifier CVars are updated and stored here to be queried in other systems.
|
||||
// Note that certain modifiers requires reloading the guidebook.
|
||||
Subs.CVar(_config, CCVars.PlaytestAllDamageModifier, value =>
|
||||
{
|
||||
UniversalAllDamageModifier = value;
|
||||
_chemistryGuideData.ReloadAllReagentPrototypes();
|
||||
_explosion.ReloadMap();
|
||||
}, true);
|
||||
Subs.CVar(_config, CCVars.PlaytestAllHealModifier, value =>
|
||||
{
|
||||
UniversalAllHealModifier = value;
|
||||
_chemistryGuideData.ReloadAllReagentPrototypes();
|
||||
}, true);
|
||||
Subs.CVar(_config, CCVars.PlaytestProjectileDamageModifier, value => UniversalProjectileDamageModifier = value, true);
|
||||
Subs.CVar(_config, CCVars.PlaytestMeleeDamageModifier, value => UniversalMeleeDamageModifier = value, true);
|
||||
Subs.CVar(_config, CCVars.PlaytestProjectileDamageModifier, value => UniversalProjectileDamageModifier = value, true);
|
||||
Subs.CVar(_config, CCVars.PlaytestHitscanDamageModifier, value => UniversalHitscanDamageModifier = value, true);
|
||||
Subs.CVar(_config, CCVars.PlaytestReagentDamageModifier, value =>
|
||||
{
|
||||
UniversalReagentDamageModifier = value;
|
||||
_chemistryGuideData.ReloadAllReagentPrototypes();
|
||||
}, true);
|
||||
Subs.CVar(_config, CCVars.PlaytestReagentHealModifier, value =>
|
||||
{
|
||||
UniversalReagentHealModifier = value;
|
||||
_chemistryGuideData.ReloadAllReagentPrototypes();
|
||||
}, true);
|
||||
Subs.CVar(_config, CCVars.PlaytestExplosionDamageModifier, value =>
|
||||
{
|
||||
UniversalExplosionDamageModifier = value;
|
||||
_explosion.ReloadMap();
|
||||
}, true);
|
||||
Subs.CVar(_config, CCVars.PlaytestThrownDamageModifier, value => UniversalThrownDamageModifier = value, true);
|
||||
Subs.CVar(_config, CCVars.PlaytestTopicalsHealModifier, value => UniversalTopicalsHealModifier = value, true);
|
||||
Subs.CVar(_config, CCVars.PlaytestMobDamageModifier, value => UniversalMobDamageModifier = value, true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initialize a damageable component
|
||||
/// </summary>
|
||||
private void DamageableInit(EntityUid uid, DamageableComponent component, ComponentInit _)
|
||||
{
|
||||
if (component.DamageContainerID != null &&
|
||||
_prototypeManager.Resolve<DamageContainerPrototype>(component.DamageContainerID,
|
||||
out var damageContainerPrototype))
|
||||
{
|
||||
// Initialize damage dictionary, using the types and groups from the damage
|
||||
// container prototype
|
||||
foreach (var type in damageContainerPrototype.SupportedTypes)
|
||||
{
|
||||
component.Damage.DamageDict.TryAdd(type, FixedPoint2.Zero);
|
||||
}
|
||||
|
||||
foreach (var groupId in damageContainerPrototype.SupportedGroups)
|
||||
{
|
||||
var group = _prototypeManager.Index<DamageGroupPrototype>(groupId);
|
||||
foreach (var type in group.DamageTypes)
|
||||
{
|
||||
component.Damage.DamageDict.TryAdd(type, FixedPoint2.Zero);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// No DamageContainerPrototype was given. So we will allow the container to support all damage types
|
||||
foreach (var type in _prototypeManager.EnumeratePrototypes<DamageTypePrototype>())
|
||||
{
|
||||
component.Damage.DamageDict.TryAdd(type.ID, FixedPoint2.Zero);
|
||||
}
|
||||
}
|
||||
|
||||
component.Damage.GetDamagePerGroup(_prototypeManager, component.DamagePerGroup);
|
||||
component.TotalDamage = component.Damage.GetTotal();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Directly sets the damage specifier of a damageable component.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Useful for some unfriendly folk. Also ensures that cached values are updated and that a damage changed
|
||||
/// event is raised.
|
||||
/// </remarks>
|
||||
public void SetDamage(EntityUid uid, DamageableComponent damageable, DamageSpecifier damage)
|
||||
{
|
||||
damageable.Damage = damage;
|
||||
DamageChanged(uid, damageable);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// If the damage in a DamageableComponent was changed, this function should be called.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This updates cached damage information, flags the component as dirty, and raises a damage changed event.
|
||||
/// The damage changed event is used by other systems, such as damage thresholds.
|
||||
/// </remarks>
|
||||
public void DamageChanged(EntityUid uid, DamageableComponent component, DamageSpecifier? damageDelta = null,
|
||||
bool interruptsDoAfters = true, EntityUid? origin = null)
|
||||
{
|
||||
component.Damage.GetDamagePerGroup(_prototypeManager, component.DamagePerGroup);
|
||||
component.TotalDamage = component.Damage.GetTotal();
|
||||
Dirty(uid, component);
|
||||
|
||||
if (_appearanceQuery.TryGetComponent(uid, out var appearance) && damageDelta != null)
|
||||
{
|
||||
var data = new DamageVisualizerGroupData(component.DamagePerGroup.Keys.ToList());
|
||||
_appearance.SetData(uid, DamageVisualizerKeys.DamageUpdateGroups, data, appearance);
|
||||
}
|
||||
|
||||
// TODO DAMAGE
|
||||
// byref struct event.
|
||||
RaiseLocalEvent(uid, new DamageChangedEvent(component, damageDelta, interruptsDoAfters, origin));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies damage specified via a <see cref="DamageSpecifier"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <see cref="DamageSpecifier"/> is effectively just a dictionary of damage types and damage values. This
|
||||
/// function just applies the container's resistances (unless otherwise specified) and then changes the
|
||||
/// stored damage data. Division of group damage into types is managed by <see cref="DamageSpecifier"/>.
|
||||
/// </remarks>
|
||||
/// <returns>
|
||||
/// Returns a <see cref="DamageSpecifier"/> with information about the actual damage changes. This will be
|
||||
/// null if the user had no applicable components that can take damage.
|
||||
/// </returns>
|
||||
/// <param name="ignoreResistances">If true, this will ignore the entity's damage modifier (<see cref="DamageableComponent.DamageModifierSetId"/> and skip raising a <see cref="DamageModifyEvent"/>.</param>
|
||||
/// <param name="interruptsDoAfters">Whether the damage should cancel any damage sensitive do-afters</param>
|
||||
/// <param name="origin">The entity that is causing this damage</param>
|
||||
/// <param name="ignoreGlobalModifiers">If true, this will skip over applying the universal damage modifiers (see <see cref="ApplyUniversalAllModifiers"/>).</param>
|
||||
/// <returns></returns>
|
||||
public DamageSpecifier? TryChangeDamage(
|
||||
EntityUid? uid,
|
||||
DamageSpecifier damage,
|
||||
bool ignoreResistances = false,
|
||||
bool interruptsDoAfters = true,
|
||||
DamageableComponent? damageable = null,
|
||||
EntityUid? origin = null,
|
||||
bool ignoreGlobalModifiers = false)
|
||||
{
|
||||
if (!uid.HasValue || !_damageableQuery.Resolve(uid.Value, ref damageable, false))
|
||||
{
|
||||
// TODO BODY SYSTEM pass damage onto body system
|
||||
// BOBBY WHEN?
|
||||
return null;
|
||||
}
|
||||
|
||||
if (damage.Empty)
|
||||
{
|
||||
return damage;
|
||||
}
|
||||
|
||||
var before = new BeforeDamageChangedEvent(damage, origin);
|
||||
RaiseLocalEvent(uid.Value, ref before);
|
||||
|
||||
if (before.Cancelled)
|
||||
return null;
|
||||
|
||||
// Apply resistances
|
||||
if (!ignoreResistances)
|
||||
{
|
||||
if (damageable.DamageModifierSetId != null &&
|
||||
_prototypeManager.Resolve(damageable.DamageModifierSetId, out var modifierSet))
|
||||
{
|
||||
damage = DamageSpecifier.ApplyModifierSet(damage, modifierSet);
|
||||
}
|
||||
|
||||
// TODO DAMAGE
|
||||
// byref struct event.
|
||||
var ev = new DamageModifyEvent(damage, origin);
|
||||
RaiseLocalEvent(uid.Value, ev);
|
||||
damage = ev.Damage;
|
||||
|
||||
if (damage.Empty)
|
||||
{
|
||||
return damage;
|
||||
}
|
||||
}
|
||||
|
||||
if (!ignoreGlobalModifiers)
|
||||
damage = ApplyUniversalAllModifiers(damage);
|
||||
|
||||
var delta = new DamageSpecifier();
|
||||
delta.DamageDict.EnsureCapacity(damage.DamageDict.Count);
|
||||
|
||||
var dict = damageable.Damage.DamageDict;
|
||||
foreach (var (type, value) in damage.DamageDict)
|
||||
{
|
||||
// CollectionsMarshal my beloved.
|
||||
if (!dict.TryGetValue(type, out var oldValue))
|
||||
continue;
|
||||
|
||||
var newValue = FixedPoint2.Max(FixedPoint2.Zero, oldValue + value);
|
||||
if (newValue == oldValue)
|
||||
continue;
|
||||
|
||||
dict[type] = newValue;
|
||||
delta.DamageDict[type] = newValue - oldValue;
|
||||
}
|
||||
|
||||
if (delta.DamageDict.Count > 0)
|
||||
DamageChanged(uid.Value, damageable, delta, interruptsDoAfters, origin);
|
||||
|
||||
return delta;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies the two univeral "All" modifiers, if set.
|
||||
/// Individual damage source modifiers are set in their respective code.
|
||||
/// </summary>
|
||||
/// <param name="damage">The damage to be changed.</param>
|
||||
public DamageSpecifier ApplyUniversalAllModifiers(DamageSpecifier damage)
|
||||
{
|
||||
// Checks for changes first since they're unlikely in normal play.
|
||||
if (UniversalAllDamageModifier == 1f && UniversalAllHealModifier == 1f)
|
||||
return damage;
|
||||
|
||||
foreach (var (key, value) in damage.DamageDict)
|
||||
{
|
||||
if (value == 0)
|
||||
continue;
|
||||
|
||||
if (value > 0)
|
||||
{
|
||||
damage.DamageDict[key] *= UniversalAllDamageModifier;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (value < 0)
|
||||
{
|
||||
damage.DamageDict[key] *= UniversalAllHealModifier;
|
||||
}
|
||||
}
|
||||
|
||||
return damage;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets all damage types supported by a <see cref="DamageableComponent"/> to the specified value.
|
||||
/// </summary>
|
||||
/// <remakrs>
|
||||
/// Does nothing If the given damage value is negative.
|
||||
/// </remakrs>
|
||||
public void SetAllDamage(EntityUid uid, DamageableComponent component, FixedPoint2 newValue)
|
||||
{
|
||||
if (newValue < 0)
|
||||
{
|
||||
// invalid value
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var type in component.Damage.DamageDict.Keys)
|
||||
{
|
||||
component.Damage.DamageDict[type] = newValue;
|
||||
}
|
||||
|
||||
// Setting damage does not count as 'dealing' damage, even if it is set to a larger value, so we pass an
|
||||
// empty damage delta.
|
||||
DamageChanged(uid, component, new DamageSpecifier());
|
||||
}
|
||||
|
||||
public void SetDamageModifierSetId(EntityUid uid, string? damageModifierSetId, DamageableComponent? comp = null)
|
||||
{
|
||||
if (!_damageableQuery.Resolve(uid, ref comp))
|
||||
return;
|
||||
|
||||
comp.DamageModifierSetId = damageModifierSetId;
|
||||
Dirty(uid, comp);
|
||||
}
|
||||
|
||||
private void DamageableGetState(EntityUid uid, DamageableComponent component, ref ComponentGetState args)
|
||||
{
|
||||
if (_netMan.IsServer)
|
||||
{
|
||||
args.State = new DamageableComponentState(component.Damage.DamageDict, component.DamageContainerID, component.DamageModifierSetId, component.HealthBarThreshold);
|
||||
}
|
||||
else
|
||||
{
|
||||
// avoid mispredicting damage on newly spawned entities.
|
||||
args.State = new DamageableComponentState(component.Damage.DamageDict.ShallowClone(), component.DamageContainerID, component.DamageModifierSetId, component.HealthBarThreshold);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnIrradiated(EntityUid uid, DamageableComponent component, OnIrradiatedEvent args)
|
||||
{
|
||||
var damageValue = FixedPoint2.New(args.TotalRads);
|
||||
|
||||
// Radiation should really just be a damage group instead of a list of types.
|
||||
DamageSpecifier damage = new();
|
||||
foreach (var typeId in component.RadiationDamageTypeIDs)
|
||||
{
|
||||
damage.DamageDict.Add(typeId, damageValue);
|
||||
}
|
||||
|
||||
TryChangeDamage(uid, damage, interruptsDoAfters: false, origin: args.Origin);
|
||||
}
|
||||
|
||||
private void OnRejuvenate(EntityUid uid, DamageableComponent component, RejuvenateEvent args)
|
||||
{
|
||||
TryComp<MobThresholdsComponent>(uid, out var thresholds);
|
||||
_mobThreshold.SetAllowRevives(uid, true, thresholds); // do this so that the state changes when we set the damage
|
||||
SetAllDamage(uid, component, 0);
|
||||
_mobThreshold.SetAllowRevives(uid, false, thresholds);
|
||||
}
|
||||
|
||||
private void DamageableHandleState(EntityUid uid, DamageableComponent component, ref ComponentHandleState args)
|
||||
{
|
||||
if (args.Current is not DamageableComponentState state)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
component.DamageContainerID = state.DamageContainerId;
|
||||
component.DamageModifierSetId = state.ModifierSetId;
|
||||
component.HealthBarThreshold = state.HealthBarThreshold;
|
||||
|
||||
// Has the damage actually changed?
|
||||
DamageSpecifier newDamage = new() { DamageDict = new(state.DamageDict) };
|
||||
var delta = newDamage - component.Damage;
|
||||
delta.TrimZeros();
|
||||
|
||||
if (!delta.Empty)
|
||||
{
|
||||
component.Damage = newDamage;
|
||||
DamageChanged(uid, component, delta);
|
||||
}
|
||||
}
|
||||
}
|
||||
public float UniversalAllDamageModifier { get; private set; } = 1f;
|
||||
public float UniversalAllHealModifier { get; private set; } = 1f;
|
||||
public float UniversalMeleeDamageModifier { get; private set; } = 1f;
|
||||
public float UniversalProjectileDamageModifier { get; private set; } = 1f;
|
||||
public float UniversalHitscanDamageModifier { get; private set; } = 1f;
|
||||
public float UniversalReagentDamageModifier { get; private set; } = 1f;
|
||||
public float UniversalReagentHealModifier { get; private set; } = 1f;
|
||||
public float UniversalExplosionDamageModifier { get; private set; } = 1f;
|
||||
public float UniversalThrownDamageModifier { get; private set; } = 1f;
|
||||
public float UniversalTopicalsHealModifier { get; private set; } = 1f;
|
||||
public float UniversalMobDamageModifier { get; private set; } = 1f;
|
||||
|
||||
/// <summary>
|
||||
/// Raised before damage is done, so stuff can cancel it if necessary.
|
||||
/// If the damage in a DamageableComponent was changed this function should be called.
|
||||
/// </summary>
|
||||
[ByRefEvent]
|
||||
public record struct BeforeDamageChangedEvent(DamageSpecifier Damage, EntityUid? Origin = null, bool Cancelled = false);
|
||||
|
||||
/// <summary>
|
||||
/// Raised on an entity when damage is about to be dealt,
|
||||
/// in case anything else needs to modify it other than the base
|
||||
/// damageable component.
|
||||
///
|
||||
/// For example, armor.
|
||||
/// </summary>
|
||||
public sealed class DamageModifyEvent : EntityEventArgs, IInventoryRelayEvent
|
||||
/// <remarks>
|
||||
/// This updates cached damage information, flags the component as dirty, and raises a damage changed event.
|
||||
/// The damage changed event is used by other systems, such as damage thresholds.
|
||||
/// </remarks>
|
||||
private void OnEntityDamageChanged(
|
||||
Entity<DamageableComponent> ent,
|
||||
DamageSpecifier? damageDelta = null,
|
||||
bool interruptsDoAfters = true,
|
||||
EntityUid? origin = null
|
||||
)
|
||||
{
|
||||
// Whenever locational damage is a thing, this should just check only that bit of armour.
|
||||
public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
|
||||
ent.Comp.Damage.GetDamagePerGroup(_prototypeManager, ent.Comp.DamagePerGroup);
|
||||
ent.Comp.TotalDamage = ent.Comp.Damage.GetTotal();
|
||||
Dirty(ent);
|
||||
|
||||
public readonly DamageSpecifier OriginalDamage;
|
||||
public DamageSpecifier Damage;
|
||||
public EntityUid? Origin;
|
||||
|
||||
public DamageModifyEvent(DamageSpecifier damage, EntityUid? origin = null)
|
||||
if (damageDelta != null && _appearanceQuery.TryGetComponent(ent, out var appearance))
|
||||
{
|
||||
OriginalDamage = damage;
|
||||
Damage = damage;
|
||||
Origin = origin;
|
||||
_appearance.SetData(
|
||||
ent,
|
||||
DamageVisualizerKeys.DamageUpdateGroups,
|
||||
new DamageVisualizerGroupData(ent.Comp.DamagePerGroup.Keys.ToList()),
|
||||
appearance
|
||||
);
|
||||
}
|
||||
|
||||
// TODO DAMAGE
|
||||
// byref struct event.
|
||||
RaiseLocalEvent(ent, new DamageChangedEvent(ent.Comp, damageDelta, interruptsDoAfters, origin));
|
||||
}
|
||||
|
||||
public sealed class DamageChangedEvent : EntityEventArgs
|
||||
private void DamageableGetState(Entity<DamageableComponent> ent, ref ComponentGetState args)
|
||||
{
|
||||
/// <summary>
|
||||
/// This is the component whose damage was changed.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Given that nearly every component that cares about a change in the damage, needs to know the
|
||||
/// current damage values, directly passing this information prevents a lot of duplicate
|
||||
/// Owner.TryGetComponent() calls.
|
||||
/// </remarks>
|
||||
public readonly DamageableComponent Damageable;
|
||||
|
||||
/// <summary>
|
||||
/// The amount by which the damage has changed. If the damage was set directly to some number, this will be
|
||||
/// null.
|
||||
/// </summary>
|
||||
public readonly DamageSpecifier? DamageDelta;
|
||||
|
||||
/// <summary>
|
||||
/// Was any of the damage change dealing damage, or was it all healing?
|
||||
/// </summary>
|
||||
public readonly bool DamageIncreased;
|
||||
|
||||
/// <summary>
|
||||
/// Does this event interrupt DoAfters?
|
||||
/// Note: As provided in the constructor, this *does not* account for DamageIncreased.
|
||||
/// As written into the event, this *does* account for DamageIncreased.
|
||||
/// </summary>
|
||||
public readonly bool InterruptsDoAfters;
|
||||
|
||||
/// <summary>
|
||||
/// Contains the entity which caused the change in damage, if any was responsible.
|
||||
/// </summary>
|
||||
public readonly EntityUid? Origin;
|
||||
|
||||
public DamageChangedEvent(DamageableComponent damageable, DamageSpecifier? damageDelta, bool interruptsDoAfters, EntityUid? origin)
|
||||
if (_netMan.IsServer)
|
||||
{
|
||||
Damageable = damageable;
|
||||
DamageDelta = damageDelta;
|
||||
Origin = origin;
|
||||
args.State = new DamageableComponentState(
|
||||
ent.Comp.Damage.DamageDict,
|
||||
ent.Comp.DamageContainerID,
|
||||
ent.Comp.DamageModifierSetId,
|
||||
ent.Comp.HealthBarThreshold
|
||||
);
|
||||
// TODO BODY SYSTEM pass damage onto body system
|
||||
// BOBBY WHEN? 😭
|
||||
// BOBBY SOON 🫡
|
||||
|
||||
if (DamageDelta == null)
|
||||
return;
|
||||
|
||||
foreach (var damageChange in DamageDelta.DamageDict.Values)
|
||||
{
|
||||
if (damageChange > 0)
|
||||
{
|
||||
DamageIncreased = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
InterruptsDoAfters = interruptsDoAfters && DamageIncreased;
|
||||
return;
|
||||
}
|
||||
|
||||
// avoid mispredicting damage on newly spawned entities.
|
||||
args.State = new DamageableComponentState(
|
||||
ent.Comp.Damage.DamageDict.ShallowClone(),
|
||||
ent.Comp.DamageContainerID,
|
||||
ent.Comp.DamageModifierSetId,
|
||||
ent.Comp.HealthBarThreshold
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,10 +1,8 @@
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.Mobs.Systems;
|
||||
using Content.Shared.Mobs.Components;
|
||||
using Content.Shared.FixedPoint;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
namespace Content.Shared.Damage;
|
||||
namespace Content.Shared.Damage.Systems;
|
||||
|
||||
public sealed class PassiveDamageSystem : EntitySystem
|
||||
{
|
||||
@@ -47,7 +45,7 @@ public sealed class PassiveDamageSystem : EntitySystem
|
||||
foreach (var allowedState in comp.AllowedStates)
|
||||
{
|
||||
if(allowedState == mobState.CurrentState)
|
||||
_damageable.TryChangeDamage(uid, comp.Damage, true, false, damage);
|
||||
_damageable.ChangeDamage((uid, damage), comp.Damage, true, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,10 +1,11 @@
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.Projectiles;
|
||||
using Content.Shared.Weapons.Ranged.Components;
|
||||
using Content.Shared.Standing;
|
||||
using Robust.Shared.Physics.Events;
|
||||
using Content.Shared.Weapons.Ranged.Components;
|
||||
using Robust.Shared.Containers;
|
||||
using Robust.Shared.Physics.Events;
|
||||
|
||||
namespace Content.Shared.Damage.Components;
|
||||
namespace Content.Shared.Damage.Systems;
|
||||
|
||||
public sealed class RequireProjectileTargetSystem : EntitySystem
|
||||
{
|
||||
|
||||
@@ -85,9 +85,9 @@ public abstract class SharedGodmodeSystem : EntitySystem
|
||||
if (!Resolve(uid, ref godmode, false))
|
||||
return;
|
||||
|
||||
if (TryComp<DamageableComponent>(uid, out var damageable) && godmode.OldDamage != null)
|
||||
if (godmode.OldDamage != null)
|
||||
{
|
||||
_damageable.SetDamage(uid, damageable, godmode.OldDamage);
|
||||
_damageable.SetDamage(uid, godmode.OldDamage);
|
||||
}
|
||||
|
||||
RemComp<GodmodeComponent>(uid);
|
||||
|
||||
@@ -5,109 +5,108 @@ using Content.Shared.FixedPoint;
|
||||
using Content.Shared.Inventory;
|
||||
using Content.Shared.Movement.Systems;
|
||||
|
||||
namespace Content.Shared.Damage
|
||||
namespace Content.Shared.Damage.Systems;
|
||||
|
||||
public sealed class SlowOnDamageSystem : EntitySystem
|
||||
{
|
||||
public sealed class SlowOnDamageSystem : EntitySystem
|
||||
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifierSystem = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifierSystem = default!;
|
||||
base.Initialize();
|
||||
|
||||
public override void Initialize()
|
||||
SubscribeLocalEvent<SlowOnDamageComponent, DamageChangedEvent>(OnDamageChanged);
|
||||
SubscribeLocalEvent<SlowOnDamageComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovespeed);
|
||||
|
||||
SubscribeLocalEvent<ClothingSlowOnDamageModifierComponent, InventoryRelayedEvent<ModifySlowOnDamageSpeedEvent>>(OnModifySpeed);
|
||||
SubscribeLocalEvent<ClothingSlowOnDamageModifierComponent, ExaminedEvent>(OnExamined);
|
||||
SubscribeLocalEvent<ClothingSlowOnDamageModifierComponent, ClothingGotEquippedEvent>(OnGotEquipped);
|
||||
SubscribeLocalEvent<ClothingSlowOnDamageModifierComponent, ClothingGotUnequippedEvent>(OnGotUnequipped);
|
||||
|
||||
SubscribeLocalEvent<IgnoreSlowOnDamageComponent, ComponentStartup>(OnIgnoreStartup);
|
||||
SubscribeLocalEvent<IgnoreSlowOnDamageComponent, ComponentShutdown>(OnIgnoreShutdown);
|
||||
SubscribeLocalEvent<IgnoreSlowOnDamageComponent, ModifySlowOnDamageSpeedEvent>(OnIgnoreModifySpeed);
|
||||
}
|
||||
|
||||
private void OnRefreshMovespeed(EntityUid uid, SlowOnDamageComponent component, RefreshMovementSpeedModifiersEvent args)
|
||||
{
|
||||
if (!TryComp<DamageableComponent>(uid, out var damage))
|
||||
return;
|
||||
|
||||
if (damage.TotalDamage == FixedPoint2.Zero)
|
||||
return;
|
||||
|
||||
// Get closest threshold
|
||||
FixedPoint2 closest = FixedPoint2.Zero;
|
||||
var total = damage.TotalDamage;
|
||||
foreach (var thres in component.SpeedModifierThresholds)
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
SubscribeLocalEvent<SlowOnDamageComponent, DamageChangedEvent>(OnDamageChanged);
|
||||
SubscribeLocalEvent<SlowOnDamageComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovespeed);
|
||||
|
||||
SubscribeLocalEvent<ClothingSlowOnDamageModifierComponent, InventoryRelayedEvent<ModifySlowOnDamageSpeedEvent>>(OnModifySpeed);
|
||||
SubscribeLocalEvent<ClothingSlowOnDamageModifierComponent, ExaminedEvent>(OnExamined);
|
||||
SubscribeLocalEvent<ClothingSlowOnDamageModifierComponent, ClothingGotEquippedEvent>(OnGotEquipped);
|
||||
SubscribeLocalEvent<ClothingSlowOnDamageModifierComponent, ClothingGotUnequippedEvent>(OnGotUnequipped);
|
||||
|
||||
SubscribeLocalEvent<IgnoreSlowOnDamageComponent, ComponentStartup>(OnIgnoreStartup);
|
||||
SubscribeLocalEvent<IgnoreSlowOnDamageComponent, ComponentShutdown>(OnIgnoreShutdown);
|
||||
SubscribeLocalEvent<IgnoreSlowOnDamageComponent, ModifySlowOnDamageSpeedEvent>(OnIgnoreModifySpeed);
|
||||
if (total >= thres.Key && thres.Key > closest)
|
||||
closest = thres.Key;
|
||||
}
|
||||
|
||||
private void OnRefreshMovespeed(EntityUid uid, SlowOnDamageComponent component, RefreshMovementSpeedModifiersEvent args)
|
||||
if (closest != FixedPoint2.Zero)
|
||||
{
|
||||
if (!TryComp<DamageableComponent>(uid, out var damage))
|
||||
return;
|
||||
var speed = component.SpeedModifierThresholds[closest];
|
||||
|
||||
if (damage.TotalDamage == FixedPoint2.Zero)
|
||||
return;
|
||||
|
||||
// Get closest threshold
|
||||
FixedPoint2 closest = FixedPoint2.Zero;
|
||||
var total = damage.TotalDamage;
|
||||
foreach (var thres in component.SpeedModifierThresholds)
|
||||
{
|
||||
if (total >= thres.Key && thres.Key > closest)
|
||||
closest = thres.Key;
|
||||
}
|
||||
|
||||
if (closest != FixedPoint2.Zero)
|
||||
{
|
||||
var speed = component.SpeedModifierThresholds[closest];
|
||||
|
||||
var ev = new ModifySlowOnDamageSpeedEvent(speed);
|
||||
RaiseLocalEvent(uid, ref ev);
|
||||
args.ModifySpeed(ev.Speed, ev.Speed);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDamageChanged(EntityUid uid, SlowOnDamageComponent component, DamageChangedEvent args)
|
||||
{
|
||||
// We -could- only refresh if it crossed a threshold but that would kind of be a lot of duplicated
|
||||
// code and this isn't a super hot path anyway since basically only humans have this
|
||||
|
||||
_movementSpeedModifierSystem.RefreshMovementSpeedModifiers(uid);
|
||||
}
|
||||
|
||||
private void OnModifySpeed(Entity<ClothingSlowOnDamageModifierComponent> ent, ref InventoryRelayedEvent<ModifySlowOnDamageSpeedEvent> args)
|
||||
{
|
||||
var dif = 1 - args.Args.Speed;
|
||||
if (dif <= 0)
|
||||
return;
|
||||
|
||||
// reduces the slowness modifier by the given coefficient
|
||||
args.Args.Speed += dif * ent.Comp.Modifier;
|
||||
}
|
||||
|
||||
private void OnExamined(Entity<ClothingSlowOnDamageModifierComponent> ent, ref ExaminedEvent args)
|
||||
{
|
||||
var msg = Loc.GetString("slow-on-damage-modifier-examine", ("mod", (1 - ent.Comp.Modifier) * 100));
|
||||
args.PushMarkup(msg);
|
||||
}
|
||||
|
||||
private void OnGotEquipped(Entity<ClothingSlowOnDamageModifierComponent> ent, ref ClothingGotEquippedEvent args)
|
||||
{
|
||||
_movementSpeedModifierSystem.RefreshMovementSpeedModifiers(args.Wearer);
|
||||
}
|
||||
|
||||
private void OnGotUnequipped(Entity<ClothingSlowOnDamageModifierComponent> ent, ref ClothingGotUnequippedEvent args)
|
||||
{
|
||||
_movementSpeedModifierSystem.RefreshMovementSpeedModifiers(args.Wearer);
|
||||
}
|
||||
|
||||
private void OnIgnoreStartup(Entity<IgnoreSlowOnDamageComponent> ent, ref ComponentStartup args)
|
||||
{
|
||||
_movementSpeedModifierSystem.RefreshMovementSpeedModifiers(ent);
|
||||
}
|
||||
|
||||
private void OnIgnoreShutdown(Entity<IgnoreSlowOnDamageComponent> ent, ref ComponentShutdown args)
|
||||
{
|
||||
_movementSpeedModifierSystem.RefreshMovementSpeedModifiers(ent);
|
||||
}
|
||||
|
||||
private void OnIgnoreModifySpeed(Entity<IgnoreSlowOnDamageComponent> ent, ref ModifySlowOnDamageSpeedEvent args)
|
||||
{
|
||||
args.Speed = 1f;
|
||||
var ev = new ModifySlowOnDamageSpeedEvent(speed);
|
||||
RaiseLocalEvent(uid, ref ev);
|
||||
args.ModifySpeed(ev.Speed, ev.Speed);
|
||||
}
|
||||
}
|
||||
|
||||
[ByRefEvent]
|
||||
public record struct ModifySlowOnDamageSpeedEvent(float Speed) : IInventoryRelayEvent
|
||||
private void OnDamageChanged(EntityUid uid, SlowOnDamageComponent component, DamageChangedEvent args)
|
||||
{
|
||||
public SlotFlags TargetSlots => SlotFlags.WITHOUT_POCKET;
|
||||
// We -could- only refresh if it crossed a threshold but that would kind of be a lot of duplicated
|
||||
// code and this isn't a super hot path anyway since basically only humans have this
|
||||
|
||||
_movementSpeedModifierSystem.RefreshMovementSpeedModifiers(uid);
|
||||
}
|
||||
|
||||
private void OnModifySpeed(Entity<ClothingSlowOnDamageModifierComponent> ent, ref InventoryRelayedEvent<ModifySlowOnDamageSpeedEvent> args)
|
||||
{
|
||||
var dif = 1 - args.Args.Speed;
|
||||
if (dif <= 0)
|
||||
return;
|
||||
|
||||
// reduces the slowness modifier by the given coefficient
|
||||
args.Args.Speed += dif * ent.Comp.Modifier;
|
||||
}
|
||||
|
||||
private void OnExamined(Entity<ClothingSlowOnDamageModifierComponent> ent, ref ExaminedEvent args)
|
||||
{
|
||||
var msg = Loc.GetString("slow-on-damage-modifier-examine", ("mod", (1 - ent.Comp.Modifier) * 100));
|
||||
args.PushMarkup(msg);
|
||||
}
|
||||
|
||||
private void OnGotEquipped(Entity<ClothingSlowOnDamageModifierComponent> ent, ref ClothingGotEquippedEvent args)
|
||||
{
|
||||
_movementSpeedModifierSystem.RefreshMovementSpeedModifiers(args.Wearer);
|
||||
}
|
||||
|
||||
private void OnGotUnequipped(Entity<ClothingSlowOnDamageModifierComponent> ent, ref ClothingGotUnequippedEvent args)
|
||||
{
|
||||
_movementSpeedModifierSystem.RefreshMovementSpeedModifiers(args.Wearer);
|
||||
}
|
||||
|
||||
private void OnIgnoreStartup(Entity<IgnoreSlowOnDamageComponent> ent, ref ComponentStartup args)
|
||||
{
|
||||
_movementSpeedModifierSystem.RefreshMovementSpeedModifiers(ent);
|
||||
}
|
||||
|
||||
private void OnIgnoreShutdown(Entity<IgnoreSlowOnDamageComponent> ent, ref ComponentShutdown args)
|
||||
{
|
||||
_movementSpeedModifierSystem.RefreshMovementSpeedModifiers(ent);
|
||||
}
|
||||
|
||||
private void OnIgnoreModifySpeed(Entity<IgnoreSlowOnDamageComponent> ent, ref ModifySlowOnDamageSpeedEvent args)
|
||||
{
|
||||
args.Speed = 1f;
|
||||
}
|
||||
}
|
||||
|
||||
[ByRefEvent]
|
||||
public record struct ModifySlowOnDamageSpeedEvent(float Speed) : IInventoryRelayEvent
|
||||
{
|
||||
public SlotFlags TargetSlots => SlotFlags.WITHOUT_POCKET;
|
||||
}
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Destructible.Thresholds.Triggers;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.FixedPoint;
|
||||
using Content.Shared.Damage.Prototypes;
|
||||
using Robust.Shared.Prototypes;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.FixedPoint;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.Damage.Prototypes;
|
||||
using Content.Shared.FixedPoint;
|
||||
using Robust.Shared.Prototypes;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Components;
|
||||
|
||||
namespace Content.Shared.Destructible.Thresholds.Triggers;
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Destructible.Thresholds.Triggers;
|
||||
|
||||
@@ -2,6 +2,7 @@ using System.Diagnostics.CodeAnalysis;
|
||||
using System.Threading.Tasks;
|
||||
using Content.Shared.ActionBlocker;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Systems;
|
||||
using Content.Shared.Hands.Components;
|
||||
using Content.Shared.Tag;
|
||||
using Robust.Shared.GameStates;
|
||||
|
||||
@@ -2,7 +2,7 @@ using System.Linq;
|
||||
using Content.Shared.Access.Components;
|
||||
using Content.Shared.Access.Systems;
|
||||
using Content.Shared.Administration.Logs;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Systems;
|
||||
using Content.Shared.Database;
|
||||
using Content.Shared.Doors.Components;
|
||||
using Content.Shared.Emag.Systems;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.Damage.Prototypes;
|
||||
using Content.Shared.FixedPoint;
|
||||
using Robust.Shared.Prototypes;
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.Damage.Prototypes;
|
||||
using Content.Shared.FixedPoint;
|
||||
using Robust.Shared.Prototypes;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.FixedPoint;
|
||||
using Robust.Shared.Prototypes;
|
||||
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.Damage.Prototypes;
|
||||
using Content.Shared.Damage.Systems;
|
||||
using Content.Shared.FixedPoint;
|
||||
using Content.Shared.Localizations;
|
||||
using Robust.Shared.Prototypes;
|
||||
@@ -43,11 +45,10 @@ public sealed partial class EvenHealthChangeEntityEffectSystem : EntityEffectSys
|
||||
damageSpec *= args.Scale;
|
||||
|
||||
_damageable.TryChangeDamage(
|
||||
entity,
|
||||
entity.AsNullable(),
|
||||
damageSpec,
|
||||
args.Effect.IgnoreResistances,
|
||||
interruptsDoAfters: false,
|
||||
damageable: entity.Comp);
|
||||
interruptsDoAfters: false);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.Damage.Prototypes;
|
||||
using Content.Shared.FixedPoint;
|
||||
using Content.Shared.Localizations;
|
||||
@@ -13,7 +14,7 @@ namespace Content.Shared.EntityEffects.Effects;
|
||||
/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
|
||||
public sealed partial class HealthChangeEntityEffectSystem : EntityEffectSystem<DamageableComponent, HealthChange>
|
||||
{
|
||||
[Dependency] private readonly DamageableSystem _damageable = default!;
|
||||
[Dependency] private readonly Damage.Systems.DamageableSystem _damageable = default!;
|
||||
|
||||
protected override void Effect(Entity<DamageableComponent> entity, ref EntityEffectEvent<HealthChange> args)
|
||||
{
|
||||
@@ -22,7 +23,7 @@ public sealed partial class HealthChangeEntityEffectSystem : EntityEffectSystem<
|
||||
damageSpec *= args.Scale;
|
||||
|
||||
_damageable.TryChangeDamage(
|
||||
entity,
|
||||
entity.AsNullable(),
|
||||
damageSpec,
|
||||
args.Effect.IgnoreResistances,
|
||||
interruptsDoAfters: false);
|
||||
@@ -49,10 +50,10 @@ public sealed partial class HealthChange : EntityEffectBase<HealthChange>
|
||||
|
||||
var damageSpec = new DamageSpecifier(Damage);
|
||||
|
||||
var universalReagentDamageModifier = entSys.GetEntitySystem<DamageableSystem>().UniversalReagentDamageModifier;
|
||||
var universalReagentHealModifier = entSys.GetEntitySystem<DamageableSystem>().UniversalReagentHealModifier;
|
||||
var universalReagentDamageModifier = entSys.GetEntitySystem<Damage.Systems.DamageableSystem>().UniversalReagentDamageModifier;
|
||||
var universalReagentHealModifier = entSys.GetEntitySystem<Damage.Systems.DamageableSystem>().UniversalReagentHealModifier;
|
||||
|
||||
damageSpec = entSys.GetEntitySystem<DamageableSystem>().ApplyUniversalAllModifiers(damageSpec);
|
||||
damageSpec = entSys.GetEntitySystem<Damage.Systems.DamageableSystem>().ApplyUniversalAllModifiers(damageSpec);
|
||||
|
||||
foreach (var (kind, amount) in damageSpec.DamageDict)
|
||||
{
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using Content.Shared.ActionBlocker;
|
||||
using Content.Shared.Chat;
|
||||
using Content.Shared.CombatMode;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.Database;
|
||||
using Content.Shared.DoAfter;
|
||||
using Content.Shared.IdentityManagement;
|
||||
@@ -12,7 +12,6 @@ using Content.Shared.Verbs;
|
||||
using Content.Shared.Weapons.Melee;
|
||||
using Content.Shared.Weapons.Melee.Events;
|
||||
using Content.Shared.Interaction.Events;
|
||||
using Content.Shared.Mind;
|
||||
using Robust.Shared.Player;
|
||||
using Robust.Shared.Audio.Systems;
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Systems;
|
||||
using Content.Shared.Popups;
|
||||
using Content.Shared.Fax.Components;
|
||||
|
||||
@@ -26,7 +26,7 @@ public sealed class FaxecuteSystem : EntitySystem
|
||||
return;
|
||||
|
||||
var damageSpec = faxecute.Damage;
|
||||
_damageable.TryChangeDamage(sendEntity, damageSpec);
|
||||
_damageable.ChangeDamage(sendEntity.Value, damageSpec);
|
||||
_popupSystem.PopupEntity(Loc.GetString("fax-machine-popup-error", ("target", uid)), uid, PopupType.LargeCaution);
|
||||
return;
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
using Content.Shared.Flash.Components;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Systems;
|
||||
|
||||
namespace Content.Shared.Flash;
|
||||
|
||||
@@ -18,7 +18,7 @@ public sealed class DamagedByFlashingSystem : EntitySystem
|
||||
// Best wait for Ed's status effect system rewrite.
|
||||
private void OnFlashAttempt(Entity<DamagedByFlashingComponent> ent, ref FlashAttemptEvent args)
|
||||
{
|
||||
_damageable.TryChangeDamage(ent, ent.Comp.FlashDamage);
|
||||
_damageable.ChangeDamage(ent.Owner, ent.Comp.FlashDamage);
|
||||
|
||||
// TODO: It would be more logical if different flashes had different power,
|
||||
// and the damage would be inflicted depending on the strength of the flash.
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.Examine;
|
||||
using Content.Shared.FixedPoint;
|
||||
using Content.Shared.IdentityManagement;
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using System.Linq;
|
||||
using Content.Shared.Containers.ItemSlots;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Systems;
|
||||
using Content.Shared.DoAfter;
|
||||
using Content.Shared.Examine;
|
||||
using Content.Shared.Forensics;
|
||||
|
||||
@@ -7,6 +7,7 @@ using Content.Shared.Climbing.Events;
|
||||
using Content.Shared.Contraband;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Events;
|
||||
using Content.Shared.Damage.Systems;
|
||||
using Content.Shared.Electrocution;
|
||||
using Content.Shared.Explosion;
|
||||
using Content.Shared.Eye.Blinding.Systems;
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using Content.Shared.Administration.Logs;
|
||||
using Content.Shared.Body.Systems;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Systems;
|
||||
using Content.Shared.Database;
|
||||
using Content.Shared.Destructible;
|
||||
using Content.Shared.DoAfter;
|
||||
@@ -330,7 +330,7 @@ public sealed class SharedKitchenSpikeSystem : EntitySystem
|
||||
{
|
||||
EnsureComp<KitchenSpikeVictimComponent>(args.Target.Value);
|
||||
|
||||
_damageableSystem.TryChangeDamage(args.Target, ent.Comp.ButcherDamage, true);
|
||||
_damageableSystem.ChangeDamage(args.Target.Value, ent.Comp.ButcherDamage, true);
|
||||
|
||||
// Log severity for damaging other entities is normally medium.
|
||||
_logger.Add(LogType.Action,
|
||||
@@ -428,7 +428,7 @@ public sealed class SharedKitchenSpikeSystem : EntitySystem
|
||||
kitchenSpike.NextDamage += kitchenSpike.DamageInterval;
|
||||
Dirty(uid, kitchenSpike);
|
||||
|
||||
_damageableSystem.TryChangeDamage(contained, kitchenSpike.TimeDamage, true);
|
||||
_damageableSystem.ChangeDamage(contained.Value, kitchenSpike.TimeDamage, true);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -2,7 +2,8 @@ using Content.Shared.Administration.Logs;
|
||||
using Content.Shared.Body.Components;
|
||||
using Content.Shared.Body.Systems;
|
||||
using Content.Shared.Chemistry.EntitySystems;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.Damage.Systems;
|
||||
using Content.Shared.Database;
|
||||
using Content.Shared.DoAfter;
|
||||
using Content.Shared.FixedPoint;
|
||||
@@ -76,12 +77,10 @@ public sealed class HealingSystem : EntitySystem
|
||||
if (healing.ModifyBloodLevel != 0 && bloodstream != null)
|
||||
_bloodstreamSystem.TryModifyBloodLevel((target.Owner, bloodstream), healing.ModifyBloodLevel);
|
||||
|
||||
var healed = _damageable.TryChangeDamage(target.Owner, healing.Damage * _damageable.UniversalTopicalsHealModifier, true, origin: args.Args.User);
|
||||
|
||||
if (healed == null && healing.BloodlossModifier != 0)
|
||||
if (!_damageable.TryChangeDamage(target.Owner, healing.Damage * _damageable.UniversalTopicalsHealModifier, out var healed, true, origin: args.Args.User) && healing.BloodlossModifier != 0)
|
||||
return;
|
||||
|
||||
var total = healed?.GetTotal() ?? FixedPoint2.Zero;
|
||||
var total = healed.GetTotal();
|
||||
|
||||
// Re-verify that we can heal the damage.
|
||||
var dontRepeat = false;
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
using Content.Shared.Actions;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.DoAfter;
|
||||
using Content.Shared.FixedPoint;
|
||||
using Content.Shared.Inventory;
|
||||
|
||||
@@ -2,7 +2,7 @@ using System.Numerics;
|
||||
using Content.Shared.Access.Systems;
|
||||
using Content.Shared.ActionBlocker;
|
||||
using Content.Shared.Clothing;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.DeviceNetwork;
|
||||
using Content.Shared.DoAfter;
|
||||
using Content.Shared.Emp;
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.Mobs.Systems;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.Mobs.Components
|
||||
{
|
||||
|
||||
@@ -3,6 +3,7 @@ using Content.Shared.Buckle.Components;
|
||||
using Content.Shared.CombatMode.Pacification;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.ForceSay;
|
||||
using Content.Shared.Damage.Systems;
|
||||
using Content.Shared.Emoting;
|
||||
using Content.Shared.Hands;
|
||||
using Content.Shared.Interaction;
|
||||
|
||||
@@ -1,9 +1,8 @@
|
||||
using Content.Shared.ActionBlocker;
|
||||
using Content.Shared.Administration.Logs;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Systems;
|
||||
using Content.Shared.Mobs.Components;
|
||||
using Content.Shared.Standing;
|
||||
using Robust.Shared.Physics.Systems;
|
||||
using Robust.Shared.Timing;
|
||||
|
||||
namespace Content.Shared.Mobs.Systems;
|
||||
|
||||
@@ -2,6 +2,8 @@ using System.Diagnostics.CodeAnalysis;
|
||||
using System.Linq;
|
||||
using Content.Shared.Alert;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.Damage.Systems;
|
||||
using Content.Shared.FixedPoint;
|
||||
using Content.Shared.Mobs.Components;
|
||||
using Content.Shared.Mobs.Events;
|
||||
|
||||
@@ -1,16 +1,14 @@
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using Content.Shared.Alert;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Systems;
|
||||
using Content.Shared.Mobs.Systems;
|
||||
using Content.Shared.Movement.Systems;
|
||||
using Content.Shared.Nutrition.Components;
|
||||
using Content.Shared.Rejuvenate;
|
||||
using Content.Shared.StatusIcon;
|
||||
using Robust.Shared.Network;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Random;
|
||||
using Robust.Shared.Timing;
|
||||
using Robust.Shared.Utility;
|
||||
|
||||
namespace Content.Shared.Nutrition.EntitySystems;
|
||||
|
||||
|
||||
@@ -1,6 +1,5 @@
|
||||
using Content.Shared.Actions;
|
||||
using Content.Shared.Coordinates;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Hands;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Item;
|
||||
@@ -14,6 +13,7 @@ using Robust.Shared.Network;
|
||||
using Robust.Shared.Prototypes;
|
||||
using Robust.Shared.Serialization.Manager;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using Content.Shared.Damage.Systems;
|
||||
|
||||
namespace Content.Shared.Polymorph.Systems;
|
||||
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
using Content.Shared.Administration.Logs;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.Damage.Systems;
|
||||
using Content.Shared.Database;
|
||||
using Content.Shared.DoAfter;
|
||||
using Content.Shared.Interaction;
|
||||
@@ -32,14 +33,14 @@ public sealed partial class RepairableSystem : EntitySystem
|
||||
|
||||
if (ent.Comp.Damage != null)
|
||||
{
|
||||
var damageChanged = _damageableSystem.TryChangeDamage(ent.Owner, ent.Comp.Damage, true, false, origin: args.User);
|
||||
_adminLogger.Add(LogType.Healed, $"{ToPrettyString(args.User):user} repaired {ToPrettyString(ent.Owner):target} by {damageChanged?.GetTotal()}");
|
||||
var damageChanged = _damageableSystem.ChangeDamage(ent.Owner, ent.Comp.Damage, true, false, origin: args.User);
|
||||
_adminLogger.Add(LogType.Healed, $"{ToPrettyString(args.User):user} repaired {ToPrettyString(ent.Owner):target} by {damageChanged.GetTotal()}");
|
||||
}
|
||||
|
||||
else
|
||||
{
|
||||
// Repair all damage
|
||||
_damageableSystem.SetAllDamage(ent.Owner, damageable, 0);
|
||||
_damageableSystem.SetAllDamage((ent.Owner, damageable), 0);
|
||||
_adminLogger.Add(LogType.Healed, $"{ToPrettyString(args.User):user} repaired {ToPrettyString(ent.Owner):target} back to full health");
|
||||
}
|
||||
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Systems;
|
||||
using Content.Shared.Silicons.Borgs.Components;
|
||||
|
||||
namespace Content.Shared.Silicons.Borgs;
|
||||
|
||||
@@ -1,5 +1,8 @@
|
||||
using Robust.Shared.Audio.Systems;
|
||||
using Robust.Shared.Serialization;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
using Content.Shared.Chemistry.EntitySystems;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.DoAfter;
|
||||
using Content.Shared.Emag.Components;
|
||||
using Content.Shared.Emag.Systems;
|
||||
@@ -8,9 +11,6 @@ using Content.Shared.Mobs;
|
||||
using Content.Shared.Mobs.Components;
|
||||
using Content.Shared.NPC.Components;
|
||||
using Content.Shared.Popups;
|
||||
using Robust.Shared.Audio.Systems;
|
||||
using Robust.Shared.Serialization;
|
||||
using System.Diagnostics.CodeAnalysis;
|
||||
|
||||
namespace Content.Shared.Silicons.Bots;
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
using Content.Shared.Construction.EntitySystems;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Systems;
|
||||
using Content.Shared.Destructible;
|
||||
using Content.Shared.Hands.Components;
|
||||
using Content.Shared.Hands.EntitySystems;
|
||||
|
||||
@@ -3,6 +3,7 @@ using Content.Shared.Buckle.Components;
|
||||
using Content.Shared.CCVar;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.Damage.Systems;
|
||||
using Content.Shared.Database;
|
||||
using Content.Shared.DoAfter;
|
||||
using Content.Shared.Gravity;
|
||||
|
||||
@@ -5,7 +5,7 @@ namespace Content.Shared.Trigger.Systems;
|
||||
|
||||
public sealed class DamageOnTriggerSystem : XOnTriggerSystem<DamageOnTriggerComponent>
|
||||
{
|
||||
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
|
||||
[Dependency] private readonly Damage.Systems.DamageableSystem _damageableSystem = default!;
|
||||
|
||||
protected override void OnTrigger(Entity<DamageOnTriggerComponent> ent, EntityUid target, ref TriggerEvent args)
|
||||
{
|
||||
@@ -13,7 +13,7 @@ public sealed class DamageOnTriggerSystem : XOnTriggerSystem<DamageOnTriggerComp
|
||||
var ev = new BeforeDamageOnTriggerEvent(damage, target);
|
||||
RaiseLocalEvent(ent.Owner, ref ev);
|
||||
|
||||
args.Handled |= _damageableSystem.TryChangeDamage(target, ev.Damage, ent.Comp.IgnoreResistances, origin: ent.Owner) is not null;
|
||||
args.Handled |= _damageableSystem.TryChangeDamage(target, ev.Damage, ent.Comp.IgnoreResistances, origin: ent.Owner);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using Content.Shared.Access.Components;
|
||||
using Content.Shared.Access.Systems;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.Damage.Systems;
|
||||
using Content.Shared.Database;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Popups;
|
||||
@@ -137,7 +137,7 @@ public abstract partial class SharedDeployableTurretSystem : EntitySystem
|
||||
if (TryComp<DamageableComponent>(ent, out var damageable))
|
||||
{
|
||||
var damageSetID = enabled ? ent.Comp.DeployedDamageModifierSetId : ent.Comp.RetractedDamageModifierSetId;
|
||||
_damageable.SetDamageModifierSetId(ent, damageSetID, damageable);
|
||||
_damageable.SetDamageModifierSetId((ent, damageable), damageSetID);
|
||||
}
|
||||
|
||||
// Change the turret's fixtures
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Systems;
|
||||
using Content.Shared.Weapons.Hitscan.Components;
|
||||
using Content.Shared.Weapons.Hitscan.Events;
|
||||
|
||||
@@ -22,9 +22,7 @@ public sealed class HitscanBasicDamageSystem : EntitySystem
|
||||
|
||||
var dmg = ent.Comp.Damage * _damage.UniversalHitscanDamageModifier;
|
||||
|
||||
var damageDealt = _damage.TryChangeDamage(args.Data.HitEntity, dmg, origin: args.Data.Gun);
|
||||
|
||||
if (damageDealt == null)
|
||||
if(!_damage.TryChangeDamage(args.Data.HitEntity.Value, dmg, out var damageDealt, origin: args.Data.Gun))
|
||||
return;
|
||||
|
||||
var damageEvent = new HitscanDamageDealtEvent
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Systems;
|
||||
using Content.Shared.Projectiles;
|
||||
using Content.Shared.Weapons.Melee.Events;
|
||||
using Content.Shared.Whitelist;
|
||||
using Robust.Shared.Audio;
|
||||
using Robust.Shared.Audio.Systems;
|
||||
using Robust.Shared.Network;
|
||||
using Robust.Shared.Physics.Events;
|
||||
|
||||
@@ -7,6 +7,7 @@ using Content.Shared.Administration.Components;
|
||||
using Content.Shared.Administration.Logs;
|
||||
using Content.Shared.CombatMode;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Components;
|
||||
using Content.Shared.Damage.Events;
|
||||
using Content.Shared.Damage.Systems;
|
||||
using Content.Shared.Database;
|
||||
@@ -541,9 +542,8 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
|
||||
RaiseLocalEvent(target.Value, attackedEvent);
|
||||
|
||||
var modifiedDamage = DamageSpecifier.ApplyModifierSets(damage + hitEvent.BonusDamage + attackedEvent.BonusDamage, hitEvent.ModifiersList);
|
||||
var damageResult = Damageable.TryChangeDamage(target, modifiedDamage, origin:user, ignoreResistances:resistanceBypass);
|
||||
|
||||
if (damageResult is {Empty: false})
|
||||
if (!Damageable.TryChangeDamage(target.Value, modifiedDamage, out var damageResult, origin:user, ignoreResistances:resistanceBypass))
|
||||
{
|
||||
// If the target has stamina and is taking blunt damage, they should also take stamina damage based on their blunt to stamina factor
|
||||
if (damageResult.DamageDict.TryGetValue("Blunt", out var bluntDamage))
|
||||
@@ -568,7 +568,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
|
||||
|
||||
_meleeSound.PlayHitSound(target.Value, user, GetHighestDamageSound(modifiedDamage, _protoManager), hitEvent.HitSoundOverride, component);
|
||||
|
||||
if (damageResult?.GetTotal() > FixedPoint2.Zero)
|
||||
if (damageResult.GetTotal() > FixedPoint2.Zero)
|
||||
{
|
||||
DoDamageEffect(targets, user, targetXform);
|
||||
}
|
||||
@@ -697,9 +697,9 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
|
||||
RaiseLocalEvent(entity, attackedEvent);
|
||||
var modifiedDamage = DamageSpecifier.ApplyModifierSets(damage + hitEvent.BonusDamage + attackedEvent.BonusDamage, hitEvent.ModifiersList);
|
||||
|
||||
var damageResult = Damageable.TryChangeDamage(entity, modifiedDamage, origin: user, ignoreResistances: resistanceBypass);
|
||||
var damageResult = Damageable.ChangeDamage(entity, modifiedDamage, origin: user, ignoreResistances: resistanceBypass);
|
||||
|
||||
if (damageResult != null && damageResult.GetTotal() > FixedPoint2.Zero)
|
||||
if (damageResult.GetTotal() > FixedPoint2.Zero)
|
||||
{
|
||||
// If the target has stamina and is taking blunt damage, they should also take stamina damage based on their blunt to stamina factor
|
||||
if (damageResult.DamageDict.TryGetValue("Blunt", out var bluntDamage))
|
||||
|
||||
@@ -7,6 +7,7 @@ using Content.Shared.Audio;
|
||||
using Content.Shared.CombatMode;
|
||||
using Content.Shared.Containers.ItemSlots;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Systems;
|
||||
using Content.Shared.Examine;
|
||||
using Content.Shared.Hands;
|
||||
using Content.Shared.Hands.EntitySystems;
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
using System.Linq;
|
||||
using Content.Shared.Chemistry;
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Systems;
|
||||
using Content.Shared.Examine;
|
||||
using Content.Shared.Interaction;
|
||||
using Content.Shared.Movement.Pulling.Events;
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Systems;
|
||||
using Content.Shared.Whitelist;
|
||||
using Content.Shared.Xenoarchaeology.Artifact.XAE.Components;
|
||||
using Robust.Shared.Random;
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Systems;
|
||||
using Content.Shared.Xenoarchaeology.Artifact.Components;
|
||||
using Content.Shared.Xenoarchaeology.Artifact.XAT.Components;
|
||||
using Robust.Shared.Prototypes;
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
using Content.Shared.Damage;
|
||||
using Content.Shared.Damage.Systems;
|
||||
using Content.Shared.Emag.Systems;
|
||||
using Content.Shared.Examine;
|
||||
using Content.Shared.Popups;
|
||||
|
||||
Reference in New Issue
Block a user