Update DamageableSystem to modern standards (#39417)

* Update DamageableSystem to modern standards

* DamageContainerId -> DamageContainerID with lint flag

* Replace strings with protoids

* Make CVar subscription declarations all consistently whitespaced

* ChangeDamage -> TryChangeDamage, cope with C# jank

* Revert event signature changes

* Restore a comment

* Re-add two queries

* Init the queries

* Use appearanceQuery in DamageChanged

* Use damageableQuery in TryChangeDamage

* Use damageableQuery in SetDamageModifierSetId

* Final cleanup, fix sandboxing

* Rectify ExplosionSystem:::ProcessEntity's call to TryChangeDamage

* Re-organize DamageableSystem

* first big fuck you breaking change.

* THATS A LOT OF DAMAGE!!!

* Fix test fails

* test fixes 2

* push it

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
This commit is contained in:
Hannah Giovanna Dawson
2025-10-27 19:53:04 +00:00
committed by GitHub
parent cf66dd7b35
commit cdbe92d37d
157 changed files with 1127 additions and 967 deletions

View File

@@ -1,6 +1,6 @@
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Robust.Shared.Audio;
using Content.Shared.Damage.Components;
using Content.Shared.Damage.Systems;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Containers;
@@ -42,31 +42,31 @@ public sealed partial class BlockingSystem
private void OnUserDamageModified(EntityUid uid, BlockingUserComponent component, DamageModifyEvent args)
{
if (TryComp<BlockingComponent>(component.BlockingItem, out var blocking))
if (component.BlockingItem is not { } item || !TryComp<BlockingComponent>(item, out var blocking))
return;
if (args.Damage.GetTotal() <= 0)
return;
// A shield should only block damage it can itself absorb. To determine that we need the Damageable component on it.
if (!TryComp<DamageableComponent>(item, out var dmgComp))
return;
var blockFraction = blocking.IsBlocking ? blocking.ActiveBlockFraction : blocking.PassiveBlockFraction;
blockFraction = Math.Clamp(blockFraction, 0, 1);
_damageable.TryChangeDamage((item, dmgComp), blockFraction * args.OriginalDamage);
var modify = new DamageModifierSet();
foreach (var key in dmgComp.Damage.DamageDict.Keys)
{
if (args.Damage.GetTotal() <= 0)
return;
modify.Coefficients.TryAdd(key, 1 - blockFraction);
}
// A shield should only block damage it can itself absorb. To determine that we need the Damageable component on it.
if (!TryComp<DamageableComponent>(component.BlockingItem, out var dmgComp))
return;
args.Damage = DamageSpecifier.ApplyModifierSet(args.Damage, modify);
var blockFraction = blocking.IsBlocking ? blocking.ActiveBlockFraction : blocking.PassiveBlockFraction;
blockFraction = Math.Clamp(blockFraction, 0, 1);
_damageable.TryChangeDamage(component.BlockingItem, blockFraction * args.OriginalDamage);
var modify = new DamageModifierSet();
foreach (var key in dmgComp.Damage.DamageDict.Keys)
{
modify.Coefficients.TryAdd(key, 1 - blockFraction);
}
args.Damage = DamageSpecifier.ApplyModifierSet(args.Damage, modify);
if (blocking.IsBlocking && !args.Damage.Equals(args.OriginalDamage))
{
_audio.PlayPvs(blocking.BlockSound, uid);
}
if (blocking.IsBlocking && !args.Damage.Equals(args.OriginalDamage))
{
_audio.PlayPvs(blocking.BlockSound, uid);
}
}