#nullable enable using System; using System.Collections.Generic; using System.Linq; using Content.Shared.Damage; using Content.Shared.Damage.DamageContainer; using Content.Shared.Damage.ResistanceSet; using Content.Shared.Interfaces.GameObjects.Components; using Content.Shared.GameObjects.EntitySystems; using Robust.Shared.GameObjects; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.IoC; using Robust.Shared.Prototypes; using Robust.Shared.Serialization; using Robust.Shared.ViewVariables; namespace Content.Shared.GameObjects.Components.Damage { /// /// Component that allows attached entities to take damage. /// This basic version never dies (thus can take an indefinite amount of damage). /// [RegisterComponent] [ComponentReference(typeof(IDamageableComponent))] public class DamageableComponent : Component, IDamageableComponent, IRadiationAct { [Dependency] private readonly IPrototypeManager _prototypeManager = default!; // TODO define these in yaml? public const string DefaultDamageContainer = "metallicDamageContainer"; public const string DefaultResistanceSet = "defaultResistances"; public override string Name => "Damageable"; public override uint? NetID => ContentNetIDs.DAMAGEABLE; private readonly Dictionary _damageList = DamageTypeExtensions.ToDictionary(); private readonly HashSet _supportedTypes = new(); private readonly HashSet _supportedClasses = new(); private DamageFlag _flags; public event Action? HealthChangedEvent; // TODO DAMAGE Use as default values, specify overrides in a separate property through yaml for better (de)serialization [ViewVariables] public string DamageContainerId { get; set; } = default!; [ViewVariables] private ResistanceSet Resistances { get; set; } = default!; // TODO DAMAGE Cache this [ViewVariables] public int TotalDamage => _damageList.Values.Sum(); [ViewVariables] public IReadOnlyDictionary DamageClasses => DamageTypeExtensions.ToClassDictionary(_damageList); [ViewVariables] public IReadOnlyDictionary DamageTypes => _damageList; public DamageFlag Flags { get => _flags; private set { if (_flags == value) { return; } _flags = value; Dirty(); } } public void AddFlag(DamageFlag flag) { Flags |= flag; } public bool HasFlag(DamageFlag flag) { return Flags.HasFlag(flag); } public void RemoveFlag(DamageFlag flag) { Flags &= ~flag; } public bool SupportsDamageClass(DamageClass @class) { return _supportedClasses.Contains(@class); } public bool SupportsDamageType(DamageType type) { return _supportedTypes.Contains(type); } public override void ExposeData(ObjectSerializer serializer) { base.ExposeData(serializer); serializer.DataReadWriteFunction( "flags", new List(), flags => { var result = DamageFlag.None; foreach (var flag in flags) { result |= flag; } Flags = result; }, () => { var writeFlags = new List(); if (Flags == DamageFlag.None) { return writeFlags; } foreach (var flag in (DamageFlag[]) Enum.GetValues(typeof(DamageFlag))) { if ((Flags & flag) == flag) { writeFlags.Add(flag); } } return writeFlags; }); // TODO DAMAGE Serialize damage done and resistance changes serializer.DataReadWriteFunction( "damagePrototype", DefaultDamageContainer, prototype => { var damagePrototype = _prototypeManager.Index(prototype); _supportedClasses.Clear(); _supportedTypes.Clear(); DamageContainerId = damagePrototype.ID; _supportedClasses.UnionWith(damagePrototype.SupportedClasses); _supportedTypes.UnionWith(damagePrototype.SupportedTypes); }, () => DamageContainerId); serializer.DataReadWriteFunction( "resistancePrototype", DefaultResistanceSet, prototype => { var resistancePrototype = _prototypeManager.Index(prototype); Resistances = new ResistanceSet(resistancePrototype); }, () => Resistances.ID); } protected override void Startup() { base.Startup(); ForceHealthChangedEvent(); } public override ComponentState GetComponentState() { return new DamageableComponentState(_damageList, _flags); } public override void HandleComponentState(ComponentState? curState, ComponentState? nextState) { base.HandleComponentState(curState, nextState); if (!(curState is DamageableComponentState state)) { return; } _damageList.Clear(); foreach (var (type, damage) in state.DamageList) { _damageList[type] = damage; } _flags = state.Flags; } public int GetDamage(DamageType type) { return _damageList.GetValueOrDefault(type); } public bool TryGetDamage(DamageType type, out int damage) { return _damageList.TryGetValue(type, out damage); } public int GetDamage(DamageClass @class) { if (!SupportsDamageClass(@class)) { return 0; } var damage = 0; foreach (var type in @class.ToTypes()) { damage += GetDamage(type); } return damage; } public bool TryGetDamage(DamageClass @class, out int damage) { if (!SupportsDamageClass(@class)) { damage = 0; return false; } damage = GetDamage(@class); return true; } /// /// Attempts to set the damage value for the given . /// /// /// True if successful, false if this container does not support that type. /// public bool TrySetDamage(DamageType type, int newValue) { if (newValue < 0) { return false; } var damageClass = type.ToClass(); if (_supportedClasses.Contains(damageClass)) { var old = _damageList[type] = newValue; _damageList[type] = newValue; var delta = newValue - old; var datum = new DamageChangeData(type, newValue, delta); var data = new List {datum}; OnHealthChanged(data); return true; } return false; } public void Heal(DamageType type) { SetDamage(type, 0); } public void Heal() { foreach (var type in _supportedTypes) { Heal(type); } } public bool ChangeDamage( DamageType type, int amount, bool ignoreResistances, IEntity? source = null, DamageChangeParams? extraParams = null) { if (amount > 0 && HasFlag(DamageFlag.Invulnerable)) { return false; } if (!SupportsDamageType(type)) { return false; } var finalDamage = amount; if (!ignoreResistances) { finalDamage = Resistances.CalculateDamage(type, amount); } if (!_damageList.TryGetValue(type, out var current)) { return false; } _damageList[type] = current + finalDamage; if (_damageList[type] < 0) { _damageList[type] = 0; finalDamage = -current; } current = _damageList[type]; var datum = new DamageChangeData(type, current, finalDamage); var data = new List {datum}; OnHealthChanged(data); return true; } public bool ChangeDamage(DamageClass @class, int amount, bool ignoreResistances, IEntity? source = null, DamageChangeParams? extraParams = null) { if (amount > 0 && HasFlag(DamageFlag.Invulnerable)) { return false; } if (!SupportsDamageClass(@class)) { return false; } var types = @class.ToTypes(); if (amount < 0) { // Changing multiple types is a bit more complicated. Might be a better way (formula?) to do this, // but essentially just loops between each damage category until all healing is used up. var healingLeft = amount; var healThisCycle = 1; // While we have healing left... while (healingLeft > 0 && healThisCycle != 0) { // Infinite loop fallback, if no healing was done in a cycle // then exit healThisCycle = 0; int healPerType; if (healingLeft > -types.Count) { // Say we were to distribute 2 healing between 3 // this will distribute 1 to each (and stop after 2 are given) healPerType = -1; } else { // Say we were to distribute 62 healing between 3 // this will distribute 20 to each, leaving 2 for next loop healPerType = healingLeft / types.Count; } foreach (var type in types) { var healAmount = Math.Max(Math.Max(healPerType, -GetDamage(type)), healingLeft); ChangeDamage(type, healAmount, true); healThisCycle += healAmount; healingLeft -= healAmount; } } return true; } var damageLeft = amount; while (damageLeft > 0) { int damagePerType; if (damageLeft < types.Count) { damagePerType = 1; } else { damagePerType = damageLeft / types.Count; } foreach (var type in types) { var damageAmount = Math.Min(damagePerType, damageLeft); ChangeDamage(type, damageAmount, true); damageLeft -= damageAmount; } } return true; } public bool SetDamage(DamageType type, int newValue, IEntity? source = null, DamageChangeParams? extraParams = null) { if (newValue >= TotalDamage && HasFlag(DamageFlag.Invulnerable)) { return false; } if (newValue < 0) { return false; } if (!_damageList.ContainsKey(type)) { return false; } var old = _damageList[type]; _damageList[type] = newValue; var delta = newValue - old; var datum = new DamageChangeData(type, 0, delta); var data = new List {datum}; OnHealthChanged(data); return true; } public void ForceHealthChangedEvent() { var data = new List(); foreach (var type in _supportedTypes) { var damage = GetDamage(type); var datum = new DamageChangeData(type, damage, 0); data.Add(datum); } OnHealthChanged(data); } private void OnHealthChanged(List changes) { var args = new DamageChangedEventArgs(this, changes); OnHealthChanged(args); } protected virtual void OnHealthChanged(DamageChangedEventArgs e) { Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, e); HealthChangedEvent?.Invoke(e); var message = new DamageChangedMessage(this, e.Data); SendMessage(message); Dirty(); } public void RadiationAct(float frameTime, SharedRadiationPulseComponent radiation) { var totalDamage = Math.Max((int)(frameTime * radiation.RadsPerSecond), 1); ChangeDamage(DamageType.Radiation, totalDamage, false, radiation.Owner); } public void OnExplosion(ExplosionEventArgs eventArgs) { var damage = eventArgs.Severity switch { ExplosionSeverity.Light => 20, ExplosionSeverity.Heavy => 60, ExplosionSeverity.Destruction => 250, _ => throw new ArgumentOutOfRangeException() }; ChangeDamage(DamageType.Piercing, damage, false); ChangeDamage(DamageType.Heat, damage, false); } } [Serializable, NetSerializable] public class DamageableComponentState : ComponentState { public readonly Dictionary DamageList; public readonly DamageFlag Flags; public DamageableComponentState(Dictionary damageList, DamageFlag flags) : base(ContentNetIDs.DAMAGEABLE) { DamageList = damageList; Flags = flags; } } }