Predicted stamina (#12413)
* Predicted stamina Needed to do some semblence of predicted melee. * Okay now done. * Pause support * Comment
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333
Content.Shared/Damage/Systems/StaminaSystem.cs
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333
Content.Shared/Damage/Systems/StaminaSystem.cs
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using Content.Shared.Administration.Logs;
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using Content.Shared.Alert;
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using Content.Shared.CombatMode;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage.Events;
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using Content.Shared.Database;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Popups;
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using Content.Shared.Rounding;
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using Content.Shared.Stunnable;
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using Content.Shared.Weapons.Melee.Events;
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using JetBrains.Annotations;
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using Robust.Shared.GameStates;
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using Robust.Shared.Physics.Events;
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using Robust.Shared.Player;
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using Robust.Shared.Random;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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namespace Content.Shared.Damage.Systems;
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public sealed class StaminaSystem : EntitySystem
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly AlertsSystem _alerts = default!;
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[Dependency] private readonly MetaDataSystem _metadata = default!;
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[Dependency] private readonly SharedPopupSystem _popup = default!;
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[Dependency] private readonly SharedStunSystem _stunSystem = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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private const string CollideFixture = "projectile";
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/// <summary>
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/// How much of a buffer is there between the stun duration and when stuns can be re-applied.
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/// </summary>
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private static readonly TimeSpan StamCritBufferTime = TimeSpan.FromSeconds(3f);
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<StaminaComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<StaminaComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<StaminaComponent, ComponentGetState>(OnStamGetState);
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SubscribeLocalEvent<StaminaComponent, ComponentHandleState>(OnStamHandleState);
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SubscribeLocalEvent<StaminaComponent, DisarmedEvent>(OnDisarmed);
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SubscribeLocalEvent<StaminaDamageOnCollideComponent, StartCollideEvent>(OnCollide);
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SubscribeLocalEvent<StaminaDamageOnHitComponent, MeleeHitEvent>(OnHit);
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}
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private void OnStamGetState(EntityUid uid, StaminaComponent component, ref ComponentGetState args)
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{
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args.State = new StaminaComponentState()
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{
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Critical = component.Critical,
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Decay = component.Decay,
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CritThreshold = component.CritThreshold,
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DecayCooldown = component.DecayCooldown,
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LastUpdate = component.NextUpdate,
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StaminaDamage = component.StaminaDamage,
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};
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}
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private void OnStamHandleState(EntityUid uid, StaminaComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not StaminaComponentState state)
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return;
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component.Critical = state.Critical;
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component.Decay = state.Decay;
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component.CritThreshold = state.CritThreshold;
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component.DecayCooldown = state.DecayCooldown;
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component.NextUpdate = state.LastUpdate;
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component.StaminaDamage = state.StaminaDamage;
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if (component.Critical)
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EnterStamCrit(uid, component);
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else
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{
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if (component.StaminaDamage > 0f)
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EnsureComp<ActiveStaminaComponent>(uid);
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ExitStamCrit(uid, component);
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}
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}
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private void OnShutdown(EntityUid uid, StaminaComponent component, ComponentShutdown args)
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{
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if (MetaData(uid).EntityLifeStage < EntityLifeStage.Terminating)
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{
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RemCompDeferred<ActiveStaminaComponent>(uid);
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}
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SetStaminaAlert(uid);
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}
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private void OnStartup(EntityUid uid, StaminaComponent component, ComponentStartup args)
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{
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SetStaminaAlert(uid, component);
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}
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[PublicAPI]
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public float GetStaminaDamage(EntityUid uid, StaminaComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return 0f;
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var curTime = _timing.CurTime;
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var pauseTime = _metadata.GetPauseTime(uid);
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return MathF.Max(0f, component.StaminaDamage - MathF.Max(0f, (float) (curTime - (component.NextUpdate + pauseTime)).TotalSeconds * component.Decay));
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}
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private void OnDisarmed(EntityUid uid, StaminaComponent component, DisarmedEvent args)
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{
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if (args.Handled || !_random.Prob(args.PushProbability))
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return;
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if (component.Critical)
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return;
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var damage = args.PushProbability * component.CritThreshold;
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TakeStaminaDamage(uid, damage, component);
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// We need a better method of getting if the entity is going to resist stam damage, both this and the lines in the foreach at the end of OnHit() are awful
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if (!component.Critical)
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return;
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var targetEnt = Identity.Entity(args.Target, EntityManager);
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var sourceEnt = Identity.Entity(args.Source, EntityManager);
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_popup.PopupEntity(Loc.GetString("stunned-component-disarm-success-others", ("source", sourceEnt), ("target", targetEnt)), targetEnt, Filter.PvsExcept(args.Source), PopupType.LargeCaution);
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_popup.PopupCursor(Loc.GetString("stunned-component-disarm-success", ("target", targetEnt)), Filter.Entities(args.Source), PopupType.Large);
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_adminLogger.Add(LogType.DisarmedKnockdown, LogImpact.Medium, $"{ToPrettyString(args.Source):user} knocked down {ToPrettyString(args.Target):target}");
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args.Handled = true;
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}
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private void OnHit(EntityUid uid, StaminaDamageOnHitComponent component, MeleeHitEvent args)
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{
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if (!args.IsHit)
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return;
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if (component.Damage <= 0f) return;
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var ev = new StaminaDamageOnHitAttemptEvent();
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RaiseLocalEvent(uid, ref ev);
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if (ev.Cancelled) return;
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args.HitSoundOverride = ev.HitSoundOverride;
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var stamQuery = GetEntityQuery<StaminaComponent>();
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var toHit = new List<StaminaComponent>();
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// Split stamina damage between all eligible targets.
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foreach (var ent in args.HitEntities)
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{
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if (!stamQuery.TryGetComponent(ent, out var stam)) continue;
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toHit.Add(stam);
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}
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var hitEvent = new StaminaMeleeHitEvent(toHit);
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RaiseLocalEvent(uid, hitEvent, false);
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if (hitEvent.Handled)
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return;
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var damage = component.Damage;
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damage *= hitEvent.Multiplier;
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damage += hitEvent.FlatModifier;
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foreach (var comp in toHit)
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{
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var oldDamage = comp.StaminaDamage;
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TakeStaminaDamage(comp.Owner, damage / toHit.Count, comp);
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if (comp.StaminaDamage.Equals(oldDamage))
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{
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_popup.PopupEntity(Loc.GetString("stamina-resist"), comp.Owner, Filter.Entities(args.User));
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}
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}
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}
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private void OnCollide(EntityUid uid, StaminaDamageOnCollideComponent component, ref StartCollideEvent args)
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{
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if (!args.OurFixture.ID.Equals(CollideFixture)) return;
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TakeStaminaDamage(args.OtherFixture.Body.Owner, component.Damage);
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}
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private void SetStaminaAlert(EntityUid uid, StaminaComponent? component = null)
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{
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if (!Resolve(uid, ref component, false) || component.Deleted)
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{
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_alerts.ClearAlert(uid, AlertType.Stamina);
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return;
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}
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var severity = ContentHelpers.RoundToLevels(MathF.Max(0f, component.CritThreshold - component.StaminaDamage), component.CritThreshold, 7);
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_alerts.ShowAlert(uid, AlertType.Stamina, (short) severity);
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}
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public void TakeStaminaDamage(EntityUid uid, float value, StaminaComponent? component = null)
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{
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if (!Resolve(uid, ref component, false) || component.Critical)
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return;
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var oldDamage = component.StaminaDamage;
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component.StaminaDamage = MathF.Max(0f, component.StaminaDamage + value);
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// Reset the decay cooldown upon taking damage.
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if (oldDamage < component.StaminaDamage)
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{
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var nextUpdate = _timing.CurTime + TimeSpan.FromSeconds(component.DecayCooldown);
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if (component.NextUpdate < nextUpdate)
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component.NextUpdate = nextUpdate;
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}
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var slowdownThreshold = component.CritThreshold / 2f;
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// If we go above n% then apply slowdown
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if (oldDamage < slowdownThreshold &&
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component.StaminaDamage > slowdownThreshold)
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{
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_stunSystem.TrySlowdown(uid, TimeSpan.FromSeconds(3), true, 0.8f, 0.8f);
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}
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SetStaminaAlert(uid, component);
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if (!component.Critical)
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{
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if (component.StaminaDamage >= component.CritThreshold)
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{
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EnterStamCrit(uid, component);
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}
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}
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else
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{
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if (component.StaminaDamage < component.CritThreshold)
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{
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ExitStamCrit(uid, component);
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}
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}
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EnsureComp<ActiveStaminaComponent>(uid);
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Dirty(component);
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}
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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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if (!_timing.IsFirstTimePredicted) return;
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var metaQuery = GetEntityQuery<MetaDataComponent>();
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var stamQuery = GetEntityQuery<StaminaComponent>();
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var curTime = _timing.CurTime;
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foreach (var active in EntityQuery<ActiveStaminaComponent>())
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{
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// Just in case we have active but not stamina we'll check and account for it.
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if (!stamQuery.TryGetComponent(active.Owner, out var comp) ||
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comp.StaminaDamage <= 0f && !comp.Critical)
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{
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RemComp<ActiveStaminaComponent>(active.Owner);
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continue;
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}
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// Shouldn't need to consider paused time as we're only iterating non-paused stamina components.
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var nextUpdate = comp.NextUpdate;
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if (nextUpdate > curTime)
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continue;
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// We were in crit so come out of it and continue.
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if (comp.Critical)
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{
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ExitStamCrit(active.Owner, comp);
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continue;
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}
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comp.NextUpdate += TimeSpan.FromSeconds(1f);
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TakeStaminaDamage(comp.Owner, -comp.Decay, comp);
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Dirty(comp);
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}
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}
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private void EnterStamCrit(EntityUid uid, StaminaComponent? component = null)
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{
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if (!Resolve(uid, ref component) ||
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component.Critical) return;
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// To make the difference between a stun and a stamcrit clear
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// TODO: Mask?
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component.Critical = true;
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component.StaminaDamage = component.CritThreshold;
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var stunTime = TimeSpan.FromSeconds(6);
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_stunSystem.TryParalyze(uid, stunTime, true);
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// Give them buffer before being able to be re-stunned
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component.NextUpdate = _timing.CurTime + stunTime + StamCritBufferTime;
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EnsureComp<ActiveStaminaComponent>(uid);
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Dirty(component);
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}
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private void ExitStamCrit(EntityUid uid, StaminaComponent? component = null)
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{
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if (!Resolve(uid, ref component) ||
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!component.Critical) return;
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component.Critical = false;
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component.StaminaDamage = 0f;
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component.NextUpdate = _timing.CurTime;
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SetStaminaAlert(uid, component);
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RemComp<ActiveStaminaComponent>(uid);
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Dirty(component);
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}
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[Serializable, NetSerializable]
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private sealed class StaminaComponentState : ComponentState
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{
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public bool Critical;
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public float Decay;
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public float DecayCooldown;
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public float StaminaDamage;
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public float CritThreshold;
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public TimeSpan LastUpdate;
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}
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}
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