using Content.Server.Construction; using Content.Server.Destructible.Thresholds; using Content.Server.Destructible.Thresholds.Behaviors; using Content.Server.Destructible.Thresholds.Triggers; using Content.Server.Explosion.EntitySystems; using Content.Server.Stack; using Content.Shared.Damage; using Content.Shared.FixedPoint; using JetBrains.Annotations; using Robust.Server.GameObjects; using Robust.Shared.Prototypes; using Robust.Shared.Random; using Content.Shared.Destructible; namespace Content.Server.Destructible { [UsedImplicitly] public sealed class DestructibleSystem : SharedDestructibleSystem { [Dependency] public readonly IRobustRandom Random = default!; public new IEntityManager EntityManager => base.EntityManager; [Dependency] public readonly AudioSystem AudioSystem = default!; [Dependency] public readonly ConstructionSystem ConstructionSystem = default!; [Dependency] public readonly ExplosionSystem ExplosionSystem = default!; [Dependency] public readonly StackSystem StackSystem = default!; [Dependency] public readonly TriggerSystem TriggerSystem = default!; [Dependency] public readonly IPrototypeManager PrototypeManager = default!; [Dependency] public readonly IComponentFactory ComponentFactory = default!; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(Execute); } /// /// Check if any thresholds were reached. if they were, execute them. /// public void Execute(EntityUid uid, DestructibleComponent component, DamageChangedEvent args) { foreach (var threshold in component.Thresholds) { if (threshold.Reached(args.Damageable, this)) { RaiseLocalEvent(uid, new DamageThresholdReached(component, threshold)); threshold.Execute(uid, this, EntityManager); } // if destruction behavior (or some other deletion effect) occurred, don't run other triggers. if (EntityManager.IsQueuedForDeletion(uid) || Deleted(uid)) return; } } // FFS this shouldn't be this hard. Maybe this should just be a field of the destructible component. Its not // like there is currently any entity that is NOT just destroyed upon reaching a total-damage value. /// /// Figure out how much damage an entity needs to have in order to be destroyed. /// /// /// This assumes that this entity has some sort of destruction or breakage behavior triggered by a /// total-damage threshold. /// public FixedPoint2 DestroyedAt(EntityUid uid, DestructibleComponent? destructible = null) { if (!Resolve(uid, ref destructible, logMissing: false)) return FixedPoint2.MaxValue; // We have nested for loops here, but the vast majority of components only have one threshold with 1-3 behaviors. // Really, this should probably just be a property of the damageable component. var damageNeeded = FixedPoint2.MaxValue; foreach (var threshold in destructible.Thresholds) { if (threshold.Trigger is not DamageTrigger trigger) continue; foreach (var behavior in threshold.Behaviors) { if (behavior is DoActsBehavior actBehavior && actBehavior.HasAct(ThresholdActs.Destruction | ThresholdActs.Breakage)) { damageNeeded = Math.Min(damageNeeded.Float(), trigger.Damage); } } } return damageNeeded; } } // Currently only used for destructible integration tests. Unless other uses are found for this, maybe this should just be removed and the tests redone. /// /// Event raised when a is reached. /// public sealed class DamageThresholdReached : EntityEventArgs { public readonly DestructibleComponent Parent; public readonly DamageThreshold Threshold; public DamageThresholdReached(DestructibleComponent parent, DamageThreshold threshold) { Parent = parent; Threshold = threshold; } } }