Clean up some parts of ExplosionSystem (#40485)
* Clean up some parts of ExplosionSystem * Update Content.Shared/Damage/DamageSpecifier.cs Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com> * Review --------- Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
This commit is contained in:
@@ -123,7 +123,7 @@ namespace Content.Server.Atmos.EntitySystems
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public void InvalidatePosition(Entity<MapGridComponent?> grid, Vector2i pos)
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{
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var query = GetEntityQuery<AirtightComponent>();
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_explosionSystem.UpdateAirtightMap(grid, pos, grid, query);
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_explosionSystem.UpdateAirtightMap(grid, pos, grid);
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_atmosphereSystem.InvalidateTile(grid.Owner, pos);
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}
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@@ -11,8 +11,6 @@ namespace Content.Server.Explosion.EntitySystems;
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public sealed partial class ExplosionSystem
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{
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[Dependency] private readonly DestructibleSystem _destructibleSystem = default!;
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private readonly Dictionary<string, int> _explosionTypes = new();
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private void InitAirtightMap()
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@@ -26,6 +24,8 @@ public sealed partial class ExplosionSystem
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int index = 0;
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foreach (var prototype in _prototypeManager.EnumeratePrototypes<ExplosionPrototype>())
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{
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// TODO EXPLOSION
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// just make this a field on the prototype
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_explosionTypes.Add(prototype.ID, index);
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index++;
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}
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@@ -42,10 +42,10 @@ public sealed partial class ExplosionSystem
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// indices to this tile-data struct.
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private Dictionary<EntityUid, Dictionary<Vector2i, TileData>> _airtightMap = new();
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public void UpdateAirtightMap(EntityUid gridId, Vector2i tile, MapGridComponent? grid = null, EntityQuery<AirtightComponent>? query = null)
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public void UpdateAirtightMap(EntityUid gridId, Vector2i tile, MapGridComponent? grid = null)
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{
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if (Resolve(gridId, ref grid, false))
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UpdateAirtightMap(gridId, grid, tile, query);
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UpdateAirtightMap(gridId, grid, tile);
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}
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/// <summary>
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@@ -58,7 +58,7 @@ public sealed partial class ExplosionSystem
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/// something like a normal and a reinforced windoor on the same tile. But given that this is a pretty rare
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/// occurrence, I am fine with this.
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/// </remarks>
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public void UpdateAirtightMap(EntityUid gridId, MapGridComponent grid, Vector2i tile, EntityQuery<AirtightComponent>? query = null)
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public void UpdateAirtightMap(EntityUid gridId, MapGridComponent grid, Vector2i tile)
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{
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var tolerance = new float[_explosionTypes.Count];
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var blockedDirections = AtmosDirection.Invalid;
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@@ -66,18 +66,15 @@ public sealed partial class ExplosionSystem
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if (!_airtightMap.ContainsKey(gridId))
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_airtightMap[gridId] = new();
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query ??= GetEntityQuery<AirtightComponent>();
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var damageQuery = GetEntityQuery<DamageableComponent>();
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var destructibleQuery = GetEntityQuery<DestructibleComponent>();
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var anchoredEnumerator = _mapSystem.GetAnchoredEntitiesEnumerator(gridId, grid, tile);
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var anchoredEnumerator = _map.GetAnchoredEntitiesEnumerator(gridId, grid, tile);
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while (anchoredEnumerator.MoveNext(out var uid))
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{
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if (!query.Value.TryGetComponent(uid, out var airtight) || !airtight.AirBlocked)
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if (!_airtightQuery.TryGetComponent(uid, out var airtight) || !airtight.AirBlocked)
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continue;
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blockedDirections |= airtight.AirBlockedDirection;
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var entityTolerances = GetExplosionTolerance(uid.Value, damageQuery, destructibleQuery);
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var entityTolerances = GetExplosionTolerance(uid.Value);
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for (var i = 0; i < tolerance.Length; i++)
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{
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tolerance[i] = Math.Max(tolerance[i], entityTolerances[i]);
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@@ -105,28 +102,25 @@ public sealed partial class ExplosionSystem
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if (!TryComp<MapGridComponent>(transform.GridUid, out var grid))
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return;
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UpdateAirtightMap(transform.GridUid.Value, grid, _mapSystem.CoordinatesToTile(transform.GridUid.Value, grid, transform.Coordinates));
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UpdateAirtightMap(transform.GridUid.Value, grid, _map.CoordinatesToTile(transform.GridUid.Value, grid, transform.Coordinates));
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}
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/// <summary>
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/// Return a dictionary that specifies how intense a given explosion type needs to be in order to destroy an entity.
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/// </summary>
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public float[] GetExplosionTolerance(
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EntityUid uid,
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EntityQuery<DamageableComponent> damageQuery,
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EntityQuery<DestructibleComponent> destructibleQuery)
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public float[] GetExplosionTolerance(EntityUid uid)
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{
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// How much total damage is needed to destroy this entity? This also includes "break" behaviors. This ASSUMES
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// that this will result in a non-airtight entity.Entities that ONLY break via construction graph node changes
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// are currently effectively "invincible" as far as this is concerned. This really should be done more rigorously.
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var totalDamageTarget = FixedPoint2.MaxValue;
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if (destructibleQuery.TryGetComponent(uid, out var destructible))
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if (_destructibleQuery.TryGetComponent(uid, out var destructible))
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{
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totalDamageTarget = _destructibleSystem.DestroyedAt(uid, destructible);
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}
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var explosionTolerance = new float[_explosionTypes.Count];
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if (totalDamageTarget == FixedPoint2.MaxValue || !damageQuery.TryGetComponent(uid, out var damageable))
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if (totalDamageTarget == FixedPoint2.MaxValue || !_damageableQuery.TryGetComponent(uid, out var damageable))
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{
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for (var i = 0; i < explosionTolerance.Length; i++)
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{
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@@ -139,9 +133,12 @@ public sealed partial class ExplosionSystem
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// does not support entities dynamically changing explosive resistances (e.g. via clothing). But these probably
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// shouldn't be airtight structures anyways....
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var mod = _damageableSystem.UniversalAllDamageModifier * _damageableSystem.UniversalExplosionDamageModifier;
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foreach (var (id, index) in _explosionTypes)
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{
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if (!_prototypeManager.TryIndex<ExplosionPrototype>(id, out var explosionType))
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// TODO EXPLOSION SYSTEM
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// cache explosion type damage.
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if (!_prototypeManager.Resolve(id, out ExplosionPrototype? explosionType))
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continue;
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// evaluate the damage that this damage type would do to this entity
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@@ -151,10 +148,15 @@ public sealed partial class ExplosionSystem
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if (!damageable.Damage.DamageDict.ContainsKey(type))
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continue;
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// TODO EXPLOSION SYSTEM
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// add a variant of the event that gets raised once, instead of once per prototype.
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// Or better yet, just calculate this manually w/o the event.
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// The event mainly exists for indirect resistances via things like inventory & clothing
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// But this shouldn't matter for airtight entities.
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var ev = new GetExplosionResistanceEvent(explosionType.ID);
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RaiseLocalEvent(uid, ref ev);
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damagePerIntensity += value * Math.Max(0, ev.DamageCoefficient);
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damagePerIntensity += value * mod * Math.Max(0, ev.DamageCoefficient);
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}
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explosionTolerance[index] = damagePerIntensity > 0
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@@ -179,4 +181,16 @@ public sealed partial class ExplosionSystem
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public float[] ExplosionTolerance;
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public AtmosDirection BlockedDirections = AtmosDirection.Invalid;
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}
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public override void ReloadMap()
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{
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foreach (var(grid, dict) in _airtightMap)
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{
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var comp = Comp<MapGridComponent>(grid);
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foreach (var index in dict.Keys)
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{
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UpdateAirtightMap(grid, comp, index);
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}
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}
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}
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}
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@@ -258,7 +258,7 @@ public sealed partial class ExplosionSystem
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{
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var neighbourIndex = change.GridIndices + NeighbourVectors[i];
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if (_mapSystem.TryGetTileRef(ev.Entity, grid, neighbourIndex, out var neighbourTile) && !neighbourTile.Tile.IsEmpty)
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if (_map.TryGetTileRef(ev.Entity, grid, neighbourIndex, out var neighbourTile) && !neighbourTile.Tile.IsEmpty)
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{
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var oppositeDirection = (NeighborFlag)(1 << ((i + 4) % 8));
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edges[neighbourIndex] = edges.GetValueOrDefault(neighbourIndex) | oppositeDirection;
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@@ -307,7 +307,7 @@ public sealed partial class ExplosionSystem
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spaceDirections = NeighborFlag.Invalid;
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for (var i = 0; i < NeighbourVectors.Length; i++)
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{
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if (!_mapSystem.TryGetTileRef(grid, grid.Comp, index + NeighbourVectors[i], out var neighborTile) || neighborTile.Tile.IsEmpty)
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if (!_map.TryGetTileRef(grid, grid.Comp, index + NeighbourVectors[i], out var neighborTile) || neighborTile.Tile.IsEmpty)
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spaceDirections |= (NeighborFlag) (1 << i);
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}
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@@ -27,8 +27,6 @@ namespace Content.Server.Explosion.EntitySystems;
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public sealed partial class ExplosionSystem
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{
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[Dependency] private readonly FlammableSystem _flammableSystem = default!;
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/// <summary>
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/// Used to limit explosion processing time. See <see cref="MaxProcessingTime"/>.
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/// </summary>
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@@ -446,7 +444,7 @@ public sealed partial class ExplosionSystem
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GetEntitiesToDamage(uid, originalDamage, id);
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foreach (var (entity, damage) in _toDamage)
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{
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if (damage.GetTotal() > 0 && TryComp<ActorComponent>(entity, out var actorComponent))
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if (_actorQuery.HasComp(entity))
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{
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// Log damage to player entities only, cause this will create a massive amount of log spam otherwise.
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if (cause != null)
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@@ -461,7 +459,7 @@ public sealed partial class ExplosionSystem
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}
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// TODO EXPLOSIONS turn explosions into entities, and pass the the entity in as the damage origin.
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_damageableSystem.TryChangeDamage(entity, damage * _damageableSystem.UniversalExplosionDamageModifier, ignoreResistances: true);
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_damageableSystem.TryChangeDamage(entity, damage, ignoreResistances: true, ignoreGlobalModifiers: true);
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}
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}
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@@ -668,6 +666,7 @@ sealed class Explosion
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private readonly IEntityManager _entMan;
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private readonly ExplosionSystem _system;
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private readonly SharedMapSystem _mapSystem;
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private readonly DamageableSystem _damageable;
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public readonly EntityUid VisualEnt;
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@@ -688,10 +687,10 @@ sealed class Explosion
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int maxTileBreak,
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bool canCreateVacuum,
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IEntityManager entMan,
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IMapManager mapMan,
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EntityUid visualEnt,
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EntityUid? cause,
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SharedMapSystem mapSystem)
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SharedMapSystem mapSystem,
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DamageableSystem damageable)
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{
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VisualEnt = visualEnt;
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Cause = cause;
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@@ -706,6 +705,7 @@ sealed class Explosion
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_maxTileBreak = maxTileBreak;
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_canCreateVacuum = canCreateVacuum;
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_entMan = entMan;
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_damageable = damageable;
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_xformQuery = entMan.GetEntityQuery<TransformComponent>();
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_physicsQuery = entMan.GetEntityQuery<PhysicsComponent>();
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@@ -760,8 +760,10 @@ sealed class Explosion
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_expectedDamage = ExplosionType.DamagePerIntensity * _currentIntensity;
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}
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#endif
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_currentDamage = ExplosionType.DamagePerIntensity * _currentIntensity;
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var modifier = _currentIntensity
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* _damageable.UniversalExplosionDamageModifier
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* _damageable.UniversalAllDamageModifier;
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_currentDamage = ExplosionType.DamagePerIntensity * modifier;
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// only throw if either the explosion is small, or if this is the outer ring of a large explosion.
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var doThrow = Area < _system.ThrowLimit || CurrentIteration > _tileSetIntensity.Count - 6;
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@@ -52,7 +52,7 @@ public sealed partial class ExplosionSystem
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// get the epicenter tile indices
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if (_mapManager.TryFindGridAt(epicenter, out var gridUid, out var candidateGrid) &&
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_mapSystem.TryGetTileRef(gridUid, candidateGrid, _mapSystem.WorldToTile(gridUid, candidateGrid, epicenter.Position), out var tileRef) &&
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_map.TryGetTileRef(gridUid, candidateGrid, _map.WorldToTile(gridUid, candidateGrid, epicenter.Position), out var tileRef) &&
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!tileRef.Tile.IsEmpty)
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{
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epicentreGrid = gridUid;
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@@ -62,7 +62,7 @@ public sealed partial class ExplosionSystem
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{
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// reference grid defines coordinate system that the explosion in space will use
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var gridComp = Comp<MapGridComponent>(referenceGrid.Value);
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initialTile = _mapSystem.WorldToTile(referenceGrid.Value, gridComp, epicenter.Position);
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initialTile = _map.WorldToTile(referenceGrid.Value, gridComp, epicenter.Position);
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}
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else
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{
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@@ -2,6 +2,8 @@ using System.Linq;
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using System.Numerics;
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using Content.Server.Administration.Logs;
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using Content.Server.Atmos.Components;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Destructible;
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using Content.Server.NodeContainer.EntitySystems;
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using Content.Server.NPC.Pathfinding;
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using Content.Shared.Atmos.Components;
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@@ -16,7 +18,6 @@ using Content.Shared.GameTicking;
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using Content.Shared.Inventory;
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using Content.Shared.Projectiles;
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using Content.Shared.Throwing;
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using Robust.Server.GameObjects;
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using Robust.Server.GameStates;
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using Robust.Server.Player;
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using Robust.Shared.Audio.Systems;
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@@ -38,23 +39,28 @@ public sealed partial class ExplosionSystem : SharedExplosionSystem
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IConfigurationManager _cfg = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly MapSystem _mapSystem = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly NodeGroupSystem _nodeGroupSystem = default!;
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[Dependency] private readonly PathfindingSystem _pathfindingSystem = default!;
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[Dependency] private readonly SharedCameraRecoilSystem _recoilSystem = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly ThrowingSystem _throwingSystem = default!;
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[Dependency] private readonly PvsOverrideSystem _pvsSys = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedTransformSystem _transformSystem = default!;
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[Dependency] private readonly SharedMapSystem _map = default!;
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[Dependency] private readonly FlammableSystem _flammableSystem = default!;
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[Dependency] private readonly DestructibleSystem _destructibleSystem = default!;
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private EntityQuery<FlammableComponent> _flammableQuery;
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private EntityQuery<PhysicsComponent> _physicsQuery;
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private EntityQuery<ProjectileComponent> _projectileQuery;
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private EntityQuery<ActorComponent> _actorQuery;
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private EntityQuery<DestructibleComponent> _destructibleQuery;
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private EntityQuery<DamageableComponent> _damageableQuery;
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private EntityQuery<AirtightComponent> _airtightQuery;
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/// <summary>
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/// "Tile-size" for space when there are no nearby grids to use as a reference.
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@@ -93,6 +99,10 @@ public sealed partial class ExplosionSystem : SharedExplosionSystem
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_flammableQuery = GetEntityQuery<FlammableComponent>();
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_physicsQuery = GetEntityQuery<PhysicsComponent>();
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_projectileQuery = GetEntityQuery<ProjectileComponent>();
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_actorQuery = GetEntityQuery<ActorComponent>();
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_destructibleQuery = GetEntityQuery<DestructibleComponent>();
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_damageableQuery = GetEntityQuery<DamageableComponent>();
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_airtightQuery = GetEntityQuery<AirtightComponent>();
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}
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private void OnReset(RoundRestartCleanupEvent ev)
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@@ -317,7 +327,7 @@ public sealed partial class ExplosionSystem : SharedExplosionSystem
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private Explosion? SpawnExplosion(QueuedExplosion queued)
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{
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var pos = queued.Epicenter;
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if (!_mapSystem.MapExists(pos.MapId))
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if (!_map.MapExists(pos.MapId))
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return null;
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var results = GetExplosionTiles(pos, queued.Proto.ID, queued.TotalIntensity, queued.Slope, queued.MaxTileIntensity);
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@@ -333,7 +343,7 @@ public sealed partial class ExplosionSystem : SharedExplosionSystem
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CameraShake(iterationIntensity.Count * 4f, pos, queued.TotalIntensity);
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//For whatever bloody reason, sound system requires ENTITY coordinates.
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var mapEntityCoords = _transformSystem.ToCoordinates(_mapSystem.GetMap(pos.MapId), pos);
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var mapEntityCoords = _transformSystem.ToCoordinates(_map.GetMap(pos.MapId), pos);
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// play sound.
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// for the normal audio, we want everyone in pvs range
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@@ -376,10 +386,10 @@ public sealed partial class ExplosionSystem : SharedExplosionSystem
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queued.MaxTileBreak,
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queued.CanCreateVacuum,
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EntityManager,
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_mapManager,
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visualEnt,
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queued.Cause,
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_map);
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_map,
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_damageableSystem);
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}
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private void CameraShake(float range, MapCoordinates epicenter, float totalIntensity)
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@@ -44,7 +44,7 @@ namespace Content.Shared.Damage
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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 remove this readonly when implementing writing to damagespecifier
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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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@@ -20,6 +20,11 @@ namespace Content.Shared.Damage
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[DataDefinition, Serializable, NetSerializable]
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public sealed partial class DamageSpecifier : IEquatable<DamageSpecifier>
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{
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// For the record I regret so many of the decisions i made when rewriting damageable
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// Why is it just shitting out dictionaries left and right
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// One day Arrays, stackalloc spans, and SIMD will save the day.
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// TODO DAMAGEABLE REFACTOR
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// These exist solely so the wiki works. Please do not touch them or use them.
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[JsonPropertyName("types")]
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[DataField("types", customTypeSerializer: typeof(PrototypeIdDictionarySerializer<FixedPoint2, DamageTypePrototype>))]
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@@ -2,9 +2,9 @@ using System.Linq;
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using Content.Shared.CCVar;
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using Content.Shared.Chemistry;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Explosion.EntitySystems;
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using Content.Shared.FixedPoint;
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using Content.Shared.Inventory;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Radiation.Events;
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@@ -25,10 +25,10 @@ namespace Content.Shared.Damage
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[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
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[Dependency] private readonly IConfigurationManager _config = default!;
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[Dependency] private readonly SharedChemistryGuideDataSystem _chemistryGuideData = default!;
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[Dependency] private readonly SharedExplosionSystem _explosion = default!;
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private EntityQuery<AppearanceComponent> _appearanceQuery;
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private EntityQuery<DamageableComponent> _damageableQuery;
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private EntityQuery<MindContainerComponent> _mindContainerQuery;
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public float UniversalAllDamageModifier { get; private set; } = 1f;
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public float UniversalAllHealModifier { get; private set; } = 1f;
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@@ -52,7 +52,6 @@ namespace Content.Shared.Damage
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|
||||
_appearanceQuery = GetEntityQuery<AppearanceComponent>();
|
||||
_damageableQuery = GetEntityQuery<DamageableComponent>();
|
||||
_mindContainerQuery = GetEntityQuery<MindContainerComponent>();
|
||||
|
||||
// Damage modifier CVars are updated and stored here to be queried in other systems.
|
||||
// Note that certain modifiers requires reloading the guidebook.
|
||||
@@ -60,6 +59,7 @@ namespace Content.Shared.Damage
|
||||
{
|
||||
UniversalAllDamageModifier = value;
|
||||
_chemistryGuideData.ReloadAllReagentPrototypes();
|
||||
_explosion.ReloadMap();
|
||||
}, true);
|
||||
Subs.CVar(_config, CCVars.PlaytestAllHealModifier, value =>
|
||||
{
|
||||
@@ -80,7 +80,11 @@ namespace Content.Shared.Damage
|
||||
UniversalReagentHealModifier = value;
|
||||
_chemistryGuideData.ReloadAllReagentPrototypes();
|
||||
}, true);
|
||||
Subs.CVar(_config, CCVars.PlaytestExplosionDamageModifier, value => UniversalExplosionDamageModifier = value, 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);
|
||||
@@ -156,6 +160,9 @@ namespace Content.Shared.Damage
|
||||
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));
|
||||
}
|
||||
|
||||
@@ -171,12 +178,24 @@ namespace Content.Shared.Damage
|
||||
/// 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>
|
||||
public DamageSpecifier? TryChangeDamage(EntityUid? uid, DamageSpecifier damage, bool ignoreResistances = false,
|
||||
bool interruptsDoAfters = true, DamageableComponent? damageable = null, EntityUid? origin = null)
|
||||
/// <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;
|
||||
}
|
||||
|
||||
@@ -195,13 +214,13 @@ namespace Content.Shared.Damage
|
||||
if (!ignoreResistances)
|
||||
{
|
||||
if (damageable.DamageModifierSetId != null &&
|
||||
_prototypeManager.Resolve<DamageModifierSetPrototype>(damageable.DamageModifierSetId, out var modifierSet))
|
||||
_prototypeManager.Resolve(damageable.DamageModifierSetId, out var modifierSet))
|
||||
{
|
||||
// TODO DAMAGE PERFORMANCE
|
||||
// use a local private field instead of creating a new dictionary here..
|
||||
damage = DamageSpecifier.ApplyModifierSet(damage, modifierSet);
|
||||
}
|
||||
|
||||
// TODO DAMAGE
|
||||
// byref struct event.
|
||||
var ev = new DamageModifyEvent(damage, origin);
|
||||
RaiseLocalEvent(uid.Value, ev);
|
||||
damage = ev.Damage;
|
||||
@@ -212,11 +231,9 @@ namespace Content.Shared.Damage
|
||||
}
|
||||
}
|
||||
|
||||
if (!ignoreGlobalModifiers)
|
||||
damage = ApplyUniversalAllModifiers(damage);
|
||||
|
||||
// TODO DAMAGE PERFORMANCE
|
||||
// Consider using a local private field instead of creating a new dictionary here.
|
||||
// Would need to check that nothing ever tries to cache the delta.
|
||||
var delta = new DamageSpecifier();
|
||||
delta.DamageDict.EnsureCapacity(damage.DamageDict.Count);
|
||||
|
||||
|
||||
@@ -69,4 +69,11 @@ public abstract class SharedExplosionSystem : EntitySystem
|
||||
bool addLog = true)
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// This forces the explosion system to re-calculate the explosion intensity required to destroy all airtight entities.
|
||||
/// </summary>
|
||||
public virtual void ReloadMap()
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user