Give player species slight passive regen (#20638)
* Implementation * Reviews
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40
Content.Shared/Damage/Components/PassiveDamageComponent.cs
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40
Content.Shared/Damage/Components/PassiveDamageComponent.cs
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using Content.Shared.Mobs;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Damage.Components;
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/// <summary>
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/// Passively damages the entity on a specified interval.
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/// </summary>
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[RegisterComponent, NetworkedComponent]
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public sealed partial class PassiveDamageComponent : Component
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{
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/// <summary>
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/// The entitys' states that passive damage will apply in
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public List<MobState> AllowedStates = new();
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/// <summary>
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/// Damage / Healing per interval dealt to the entity every interval
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public DamageSpecifier Damage = new();
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/// <summary>
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/// Delay between damage events in seconds
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public float Interval = 1f;
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/// <summary>
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/// The maximum HP the damage will be given to. If 0, disabled.
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/// </summary>
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[DataField, ViewVariables(VVAccess.ReadWrite)]
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public FixedPoint2 DamageCap = 0;
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[DataField("nextDamage", customTypeSerializer: typeof(TimeOffsetSerializer)), ViewVariables(VVAccess.ReadWrite)]
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public TimeSpan NextDamage = TimeSpan.Zero;
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}
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55
Content.Shared/Damage/Systems/PassiveDamageSystem.cs
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55
Content.Shared/Damage/Systems/PassiveDamageSystem.cs
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using Content.Shared.Damage.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Mobs.Components;
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using Content.Shared.FixedPoint;
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using Robust.Shared.Timing;
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namespace Content.Shared.Damage;
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public sealed class PassiveDamageSystem : EntitySystem
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{
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly MobStateSystem _mobState = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<PassiveDamageComponent, MapInitEvent>(OnPendingMapInit);
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}
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private void OnPendingMapInit(EntityUid uid, PassiveDamageComponent component, MapInitEvent args)
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{
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component.NextDamage = _timing.CurTime + TimeSpan.FromSeconds(1f);
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}
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// Every tick, attempt to damage entities
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var curTime = _timing.CurTime;
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// Go through every entity with the component
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var query = EntityQueryEnumerator<PassiveDamageComponent, DamageableComponent, MobStateComponent>();
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while (query.MoveNext(out var uid, out var comp, out var damage, out var mobState))
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{
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// Make sure they're up for a damage tick
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if (comp.NextDamage > curTime)
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continue;
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if (comp.DamageCap != 0 && damage.TotalDamage >= comp.DamageCap)
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continue;
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// Set the next time they can take damage
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comp.NextDamage = curTime + TimeSpan.FromSeconds(1f);
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// Damage them
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foreach (var allowedState in comp.AllowedStates)
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{
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if(allowedState == mobState.CurrentState)
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_damageable.TryChangeDamage(uid, comp.Damage, true, false, damage);
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}
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}
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}
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}
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@@ -237,6 +237,15 @@
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damage:
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types:
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Blunt: 0.55 #per second, scales with pressure and other constants.
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- type: PassiveDamage # Slight passive regen. Assuming one damage type, comes out to about 4 damage a minute.
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allowedStates:
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- Alive
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damageCap: 20
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damage:
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types:
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Heat: -0.07
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groups:
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Brute: -0.07
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# Organs
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- type: StatusEffects
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allowed:
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