using Content.Shared.Damage.Prototypes; using Robust.Shared.IoC; using Robust.Shared.Log; using Robust.Shared.Prototypes; using Robust.Shared.Serialization.Manager.Attributes; using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary; using Robust.Shared.Utility; using Robust.Shared.ViewVariables; using System; using System.Collections.Generic; using System.Linq; using System.Text.Json.Serialization; using Content.Shared.FixedPoint; using Content.Shared.Converters; namespace Content.Shared.Damage { /// /// This class represents a collection of damage types and damage values. /// /// /// The actual damage information is stored in . This class provides /// functions to apply resistance sets and supports basic math operations to modify this dictionary. /// [DataDefinition] [JsonConverter(typeof(UniversalJsonConverter))] public class DamageSpecifier { [JsonPropertyName("types")] [DataField("types", customTypeSerializer: typeof(PrototypeIdDictionarySerializer))] private readonly Dictionary? _damageTypeDictionary; [JsonPropertyName("groups")] [DataField("groups", customTypeSerializer: typeof(PrototypeIdDictionarySerializer))] private readonly Dictionary? _damageGroupDictionary; /// /// Main DamageSpecifier dictionary. Most DamageSpecifier functions exist to somehow modifying this. /// [JsonIgnore] [ViewVariables(VVAccess.ReadWrite)] public Dictionary DamageDict { get { if (_damageDict == null) DeserializeDamage(); return _damageDict!; } set => _damageDict = value; } [JsonIgnore] private Dictionary? _damageDict; /// /// Sum of the damage values. /// /// /// Note that this being zero does not mean this damage has no effect. Healing in one type may cancel damage /// in another. For this purpose, you should instead use and then check the property. /// [JsonIgnore] public FixedPoint2 Total => DamageDict.Values.Sum(); /// /// Whether this damage specifier has any entries. /// [JsonIgnore] public bool Empty => DamageDict.Count == 0; #region constructors /// /// Constructor that just results in an empty dictionary. /// public DamageSpecifier() { } /// /// Constructor that takes another DamageSpecifier instance and copies it. /// public DamageSpecifier(DamageSpecifier damageSpec) { DamageDict = new(damageSpec.DamageDict); } /// /// Constructor that takes a single damage type prototype and a damage value. /// public DamageSpecifier(DamageTypePrototype type, FixedPoint2 value) { DamageDict = new() { { type.ID, value } }; } /// /// Constructor that takes a single damage group prototype and a damage value. The value is divided between members of the damage group. /// public DamageSpecifier(DamageGroupPrototype group, FixedPoint2 value) { _damageGroupDictionary = new() { { group.ID, value } }; } #endregion constructors /// /// Combines the damage group and type datafield dictionaries FixedPoint2o a single damage dictionary. /// public void DeserializeDamage() { // Add all the damage types by just copying the type dictionary (if it is not null). if (_damageTypeDictionary != null) { _damageDict = new(_damageTypeDictionary); } else { _damageDict = new(); } if (_damageGroupDictionary == null) return; // Then resolve damage groups and add them var prototypeManager = IoCManager.Resolve(); foreach (var entry in _damageGroupDictionary) { if (!prototypeManager.TryIndex(entry.Key, out var group)) { // This can happen if deserialized before prototypes are loaded. Logger.Error($"Unknown damage group given to DamageSpecifier: {entry.Key}"); continue; } // Simply distribute evenly (except for rounding). // We do this by reducing remaining the # of types and damage every loop. var remainingTypes = group.DamageTypes.Count; var remainingDamage = entry.Value; foreach (var damageType in group.DamageTypes) { var damage = remainingDamage / FixedPoint2.New(remainingTypes); if (!_damageDict.TryAdd(damageType, damage)) { // Key already exists, add values _damageDict[damageType] += damage; } remainingDamage -= damage; remainingTypes -= 1; } } } /// /// Reduce (or increase) damages by applying a damage modifier set. /// /// /// Only applies resistance to a damage type if it is dealing damage, not healing. /// public static DamageSpecifier ApplyModifierSet(DamageSpecifier damageSpec, DamageModifierSet modifierSet) { // Make a copy of the given data. Don't modify the one passed to this function. I did this before, and weapons became // duller as you hit walls. Neat, but not FixedPoint2ended. And confusing, when you realize your fists don't work no // more cause they're just bloody stumps. DamageSpecifier newDamage = new(damageSpec); foreach (var entry in newDamage.DamageDict) { if (entry.Value <= 0) continue; float newValue = entry.Value.Float(); if (modifierSet.FlatReduction.TryGetValue(entry.Key, out var reduction)) { newValue -= reduction; if (newValue <= 0) { // flat reductions cannot heal you newDamage.DamageDict[entry.Key] = FixedPoint2.Zero; continue; } } if (modifierSet.Coefficients.TryGetValue(entry.Key, out var coefficient)) { // negative coefficients **can** heal you. newValue = newValue * coefficient; } newDamage.DamageDict[entry.Key] = FixedPoint2.New(newValue); } newDamage.TrimZeros(); return newDamage; } /// /// Reduce (or increase) damages by applying multiple modifier sets. /// /// /// /// public static DamageSpecifier ApplyModifierSets(DamageSpecifier damageSpec, IEnumerable modifierSets) { DamageSpecifier newDamage = new(damageSpec); foreach (var set in modifierSets) { // this is probably really inefficient. just don't call this in a hot path I guess. newDamage = ApplyModifierSet(newDamage, set); } return newDamage; } /// /// Remove any damage entries with zero damage. /// public void TrimZeros() { foreach (var (key, value) in DamageDict) { if (value == 0) { DamageDict.Remove(key); } } } /// /// Clamps each damage value to be within the given range. /// public void Clamp(FixedPoint2 minValue, FixedPoint2 maxValue) { DebugTools.Assert(minValue < maxValue); ClampMax(maxValue); ClampMin(minValue); } /// /// Sets all damage values to be at least as large as the given number. /// /// /// Note that this only acts on damage types present in the dictionary. It will not add new damage types. /// public void ClampMin(FixedPoint2 minValue) { foreach (var (key, value) in DamageDict) { if (value < minValue) { DamageDict[key] = minValue; } } } /// /// Sets all damage values to be at most some number. Note that if a damage type is not present in the /// dictionary, these will not be added. /// public void ClampMax(FixedPoint2 maxValue) { foreach (var (key, value) in DamageDict) { if (value > maxValue) { DamageDict[key] = maxValue; } } } /// /// This adds the damage values of some other to the current one without /// adding any new damage types. /// /// /// This is used for s, such that only "supported" damage types are /// actually added to the component. In most other instances, you can just use the addition operator. /// public void ExclusiveAdd(DamageSpecifier other) { foreach (var (type, value) in other.DamageDict) { if (DamageDict.ContainsKey(type)) { DamageDict[type] += value; } } } /// /// Add up all the damage values for damage types that are members of a given group. /// /// /// If no members of the group are included in this specifier, returns false. /// public bool TryGetDamageInGroup(DamageGroupPrototype group, out FixedPoint2 total) { bool containsMemeber = false; total = FixedPoint2.Zero; foreach (var type in group.DamageTypes) { if (DamageDict.TryGetValue(type, out var value)) { total += value; containsMemeber = true; } } return containsMemeber; } /// /// Returns a dictionary using keys, with values calculated by adding /// up the values for each damage type in that group /// /// /// If a damage type is associated with more than one supported damage group, it will contribute to the /// total of each group. If no members of a group are present in this , the /// group is not included in the resulting dictionary. /// public Dictionary GetDamagePerGroup() { var damageGroupDict = new Dictionary(); foreach (var group in IoCManager.Resolve().EnumeratePrototypes()) { if (TryGetDamageInGroup(group, out var value)) { damageGroupDict.Add(group.ID, value); } } return damageGroupDict; } #region Operators public static DamageSpecifier operator *(DamageSpecifier damageSpec, FixedPoint2 factor) { DamageSpecifier newDamage = new(); foreach (var entry in damageSpec.DamageDict) { newDamage.DamageDict.Add(entry.Key, entry.Value * factor); } return newDamage; } public static DamageSpecifier operator *(DamageSpecifier damageSpec, float factor) { DamageSpecifier newDamage = new(); foreach (var entry in damageSpec.DamageDict) { newDamage.DamageDict.Add(entry.Key, entry.Value * factor); } return newDamage; } public static DamageSpecifier operator /(DamageSpecifier damageSpec, FixedPoint2 factor) { DamageSpecifier newDamage = new(); foreach (var entry in damageSpec.DamageDict) { newDamage.DamageDict.Add(entry.Key, entry.Value / factor); } return newDamage; } public static DamageSpecifier operator /(DamageSpecifier damageSpec, float factor) { DamageSpecifier newDamage = new(); foreach (var entry in damageSpec.DamageDict) { newDamage.DamageDict.Add(entry.Key, entry.Value / factor); } return newDamage; } public static DamageSpecifier operator +(DamageSpecifier damageSpecA, DamageSpecifier damageSpecB) { // Copy existing dictionary from dataA DamageSpecifier newDamage = new(damageSpecA); // Then just add types in B foreach (var entry in damageSpecB.DamageDict) { if (!newDamage.DamageDict.TryAdd(entry.Key, entry.Value)) { // Key already exists, add values newDamage.DamageDict[entry.Key] += entry.Value; } } return newDamage; } public static DamageSpecifier operator -(DamageSpecifier damageSpecA, DamageSpecifier damageSpecB) => damageSpecA + -damageSpecB; public static DamageSpecifier operator +(DamageSpecifier damageSpec) => damageSpec; public static DamageSpecifier operator -(DamageSpecifier damageSpec) => damageSpec * -1; public static DamageSpecifier operator *(float factor, DamageSpecifier damageSpec) => damageSpec * factor; public static DamageSpecifier operator *(FixedPoint2 factor, DamageSpecifier damageSpec) => damageSpec * factor; } #endregion }