Re-organize all projects (#4166)
This commit is contained in:
468
Content.Shared/Damage/Components/DamageableComponent.cs
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468
Content.Shared/Damage/Components/DamageableComponent.cs
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#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.Acts;
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using Content.Shared.Damage.Container;
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using Content.Shared.Damage.Resistances;
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using Content.Shared.NetIDs;
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using Content.Shared.Radiation;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Players;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.Damage.Components
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{
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/// <summary>
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/// Component that allows attached entities to take damage.
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/// This basic version never dies (thus can take an indefinite amount of damage).
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(IDamageableComponent))]
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public class DamageableComponent : Component, IDamageableComponent, IRadiationAct, ISerializationHooks
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{
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public override string Name => "Damageable";
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public override uint? NetID => ContentNetIDs.DAMAGEABLE;
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// TODO define these in yaml?
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public const string DefaultResistanceSet = "defaultResistances";
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public const string DefaultDamageContainer = "metallicDamageContainer";
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private readonly Dictionary<DamageType, int> _damageList = DamageTypeExtensions.ToNewDictionary();
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private readonly HashSet<DamageType> _supportedTypes = new();
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private readonly HashSet<DamageClass> _supportedClasses = new();
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[DataField("flags")]
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private DamageFlag _flags;
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[DataField("resistances")] public string ResistanceSetId = DefaultResistanceSet;
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// TODO DAMAGE Use as default values, specify overrides in a separate property through yaml for better (de)serialization
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[ViewVariables] [DataField("damageContainer")] public string DamageContainerId { get; set; } = DefaultDamageContainer;
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[ViewVariables] private ResistanceSet Resistances { get; set; } = new();
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// TODO DAMAGE Cache this
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[ViewVariables] public int TotalDamage => _damageList.Values.Sum();
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[ViewVariables]
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public IReadOnlyDictionary<DamageClass, int> DamageClasses =>
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DamageTypeExtensions.ToClassDictionary(_damageList);
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[ViewVariables] public IReadOnlyDictionary<DamageType, int> DamageTypes => _damageList;
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public DamageFlag Flags
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{
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get => _flags;
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private set
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{
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if (_flags == value)
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{
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return;
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}
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_flags = value;
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Dirty();
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}
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}
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public void AddFlag(DamageFlag flag)
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{
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Flags |= flag;
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}
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public bool HasFlag(DamageFlag flag)
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{
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return Flags.HasFlag(flag);
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}
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public void RemoveFlag(DamageFlag flag)
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{
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Flags &= ~flag;
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}
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public bool SupportsDamageClass(DamageClass @class)
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{
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return _supportedClasses.Contains(@class);
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}
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public bool SupportsDamageType(DamageType type)
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{
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return _supportedTypes.Contains(type);
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}
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public override void Initialize()
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{
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base.Initialize();
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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// TODO DAMAGE Serialize damage done and resistance changes
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var damagePrototype = prototypeManager.Index<DamageContainerPrototype>(DamageContainerId);
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_supportedClasses.Clear();
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_supportedTypes.Clear();
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DamageContainerId = damagePrototype.ID;
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_supportedClasses.UnionWith(damagePrototype.SupportedClasses);
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_supportedTypes.UnionWith(damagePrototype.SupportedTypes);
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var resistancePrototype = prototypeManager.Index<ResistanceSetPrototype>(ResistanceSetId);
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Resistances = new ResistanceSet(resistancePrototype);
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}
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protected override void Startup()
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{
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base.Startup();
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ForceHealthChangedEvent();
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}
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public override ComponentState GetComponentState(ICommonSession player)
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{
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return new DamageableComponentState(_damageList, _flags);
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (!(curState is DamageableComponentState state))
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{
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return;
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}
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_damageList.Clear();
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foreach (var (type, damage) in state.DamageList)
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{
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_damageList[type] = damage;
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}
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_flags = state.Flags;
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}
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public int GetDamage(DamageType type)
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{
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return _damageList.GetValueOrDefault(type);
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}
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public bool TryGetDamage(DamageType type, out int damage)
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{
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return _damageList.TryGetValue(type, out damage);
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}
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public int GetDamage(DamageClass @class)
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{
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if (!SupportsDamageClass(@class))
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{
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return 0;
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}
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var damage = 0;
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foreach (var type in @class.ToTypes())
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{
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damage += GetDamage(type);
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}
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return damage;
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}
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public bool TryGetDamage(DamageClass @class, out int damage)
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{
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if (!SupportsDamageClass(@class))
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{
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damage = 0;
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return false;
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}
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damage = GetDamage(@class);
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return true;
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}
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/// <summary>
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/// Attempts to set the damage value for the given <see cref="DamageType"/>.
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/// </summary>
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/// <returns>
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/// True if successful, false if this container does not support that type.
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/// </returns>
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public bool TrySetDamage(DamageType type, int newValue)
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{
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if (newValue < 0)
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{
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return false;
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}
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var damageClass = type.ToClass();
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if (_supportedClasses.Contains(damageClass))
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{
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var old = _damageList[type] = newValue;
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_damageList[type] = newValue;
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var delta = newValue - old;
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var datum = new DamageChangeData(type, newValue, delta);
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var data = new List<DamageChangeData> {datum};
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OnHealthChanged(data);
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return true;
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}
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return false;
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}
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public void Heal(DamageType type)
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{
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SetDamage(type, 0);
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}
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public void Heal()
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{
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foreach (var type in _supportedTypes)
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{
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Heal(type);
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}
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}
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public bool ChangeDamage(
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DamageType type,
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int amount,
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bool ignoreResistances,
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IEntity? source = null,
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DamageChangeParams? extraParams = null)
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{
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if (amount > 0 && HasFlag(DamageFlag.Invulnerable))
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{
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return false;
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}
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if (!SupportsDamageType(type))
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{
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return false;
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}
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var finalDamage = amount;
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if (!ignoreResistances)
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{
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finalDamage = Resistances.CalculateDamage(type, amount);
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}
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if (finalDamage == 0)
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return false;
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if (!_damageList.TryGetValue(type, out var current))
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{
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return false;
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}
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if (current + finalDamage < 0)
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{
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if (current == 0)
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return false;
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_damageList[type] = 0;
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finalDamage = -current;
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}
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else
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{
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_damageList[type] = current + finalDamage;
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}
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current = _damageList[type];
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var datum = new DamageChangeData(type, current, finalDamage);
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var data = new List<DamageChangeData> {datum};
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OnHealthChanged(data);
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return true;
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}
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public bool ChangeDamage(DamageClass @class, int amount, bool ignoreResistances,
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IEntity? source = null,
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DamageChangeParams? extraParams = null)
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{
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if (amount > 0 && HasFlag(DamageFlag.Invulnerable))
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{
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return false;
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}
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if (!SupportsDamageClass(@class))
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{
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return false;
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}
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var types = @class.ToTypes();
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if (amount < 0)
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{
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// Changing multiple types is a bit more complicated. Might be a better way (formula?) to do this,
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// but essentially just loops between each damage category until all healing is used up.
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var healingLeft = -amount;
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var healThisCycle = 1;
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// While we have healing left...
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while (healingLeft > 0 && healThisCycle != 0)
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{
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// Infinite loop fallback, if no healing was done in a cycle
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// then exit
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healThisCycle = 0;
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int healPerType;
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if (healingLeft < types.Count)
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{
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// Say we were to distribute 2 healing between 3
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// this will distribute 1 to each (and stop after 2 are given)
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healPerType = 1;
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}
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else
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{
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// Say we were to distribute 62 healing between 3
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// this will distribute 20 to each, leaving 2 for next loop
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healPerType = healingLeft / types.Count;
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}
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foreach (var type in types)
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{
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var damage = GetDamage(type);
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var healAmount = Math.Min(healingLeft, damage);
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healAmount = Math.Min(healAmount, healPerType);
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ChangeDamage(type, -healAmount, true);
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healThisCycle += healAmount;
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healingLeft -= healAmount;
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}
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}
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return true;
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}
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var damageLeft = amount;
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while (damageLeft > 0)
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{
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int damagePerType;
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if (damageLeft < types.Count)
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{
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damagePerType = 1;
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}
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else
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{
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damagePerType = damageLeft / types.Count;
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}
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foreach (var type in types)
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{
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var damageAmount = Math.Min(damagePerType, damageLeft);
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ChangeDamage(type, damageAmount, true);
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damageLeft -= damageAmount;
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}
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}
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return true;
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}
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public bool SetDamage(DamageType type, int newValue, IEntity? source = null, DamageChangeParams? extraParams = null)
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{
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if (newValue >= TotalDamage && HasFlag(DamageFlag.Invulnerable))
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{
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return false;
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}
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if (newValue < 0)
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{
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return false;
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}
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if (!_damageList.ContainsKey(type))
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{
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return false;
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}
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var old = _damageList[type];
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_damageList[type] = newValue;
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var delta = newValue - old;
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var datum = new DamageChangeData(type, 0, delta);
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var data = new List<DamageChangeData> {datum};
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OnHealthChanged(data);
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return true;
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}
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public void ForceHealthChangedEvent()
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{
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var data = new List<DamageChangeData>();
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foreach (var type in _supportedTypes)
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{
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var damage = GetDamage(type);
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var datum = new DamageChangeData(type, damage, 0);
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data.Add(datum);
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}
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OnHealthChanged(data);
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}
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private void OnHealthChanged(List<DamageChangeData> changes)
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{
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var args = new DamageChangedEventArgs(this, changes);
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OnHealthChanged(args);
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}
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protected virtual void OnHealthChanged(DamageChangedEventArgs e)
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{
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Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, e);
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var message = new DamageChangedMessage(this, e.Data);
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SendMessage(message);
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Dirty();
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}
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void IRadiationAct.RadiationAct(float frameTime, SharedRadiationPulseComponent radiation)
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{
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var totalDamage = Math.Max((int)(frameTime * radiation.RadsPerSecond), 1);
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ChangeDamage(DamageType.Radiation, totalDamage, false, radiation.Owner);
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}
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public void OnExplosion(ExplosionEventArgs eventArgs)
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{
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var damage = eventArgs.Severity switch
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{
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ExplosionSeverity.Light => 20,
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ExplosionSeverity.Heavy => 60,
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ExplosionSeverity.Destruction => 250,
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_ => throw new ArgumentOutOfRangeException()
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};
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ChangeDamage(DamageType.Piercing, damage, false);
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ChangeDamage(DamageType.Heat, damage, false);
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}
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}
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[Serializable, NetSerializable]
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public class DamageableComponentState : ComponentState
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{
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public readonly Dictionary<DamageType, int> DamageList;
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public readonly DamageFlag Flags;
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public DamageableComponentState(Dictionary<DamageType, int> damageList, DamageFlag flags) : base(ContentNetIDs.DAMAGEABLE)
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{
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DamageList = damageList;
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Flags = flags;
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}
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}
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}
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Block a user