using System.Diagnostics.CodeAnalysis; using Content.Shared.Alert; using Content.Shared.Rejuvenate; using Robust.Shared.GameStates; using Robust.Shared.Prototypes; using Robust.Shared.Timing; using Robust.Shared.Utility; namespace Content.Shared.StatusEffect { public sealed class StatusEffectsSystem : EntitySystem { [Dependency] private readonly IPrototypeManager _prototypeManager = default!; [Dependency] private readonly IGameTiming _gameTiming = default!; [Dependency] private readonly AlertsSystem _alertsSystem = default!; private List _toRemove = new(); public override void Initialize() { base.Initialize(); UpdatesOutsidePrediction = true; SubscribeLocalEvent(OnGetState); SubscribeLocalEvent(OnHandleState); SubscribeLocalEvent(OnRejuvenate); } public override void Update(float frameTime) { base.Update(frameTime); var curTime = _gameTiming.CurTime; var enumerator = EntityQueryEnumerator(); _toRemove.Clear(); while (enumerator.MoveNext(out var uid, out _, out var status)) { if (status.ActiveEffects.Count == 0) { // This shouldn't happen, but just in case something sneaks through _toRemove.Add(uid); continue; } foreach (var state in status.ActiveEffects) { if (curTime > state.Value.Cooldown.Item2) TryRemoveStatusEffect(uid, state.Key, status); } } foreach (var uid in _toRemove) { RemComp(uid); } } private void OnGetState(EntityUid uid, StatusEffectsComponent component, ref ComponentGetState args) { // Using new(...) To avoid mispredictions due to MergeImplicitData. This will mean the server-side code is // slightly slower, and really this function should just be overridden by the client... args.State = new StatusEffectsComponentState(new(component.ActiveEffects), new(component.AllowedEffects)); } private void OnHandleState(EntityUid uid, StatusEffectsComponent component, ref ComponentHandleState args) { if (args.Current is not StatusEffectsComponentState state) return; component.AllowedEffects.Clear(); component.AllowedEffects.AddRange(state.AllowedEffects); // Remove non-existent effects. foreach (var key in component.ActiveEffects.Keys) { if (!state.ActiveEffects.ContainsKey(key)) component.ActiveEffects.Remove(key); } foreach (var (key, effect) in state.ActiveEffects) { component.ActiveEffects[key] = new(effect); } if (component.ActiveEffects.Count == 0) RemComp(uid); else EnsureComp(uid); } private void OnRejuvenate(EntityUid uid, StatusEffectsComponent component, RejuvenateEvent args) { TryRemoveAllStatusEffects(uid, component); } /// /// Tries to add a status effect to an entity, with a given component added as well. /// /// The entity to add the effect to. /// The status effect ID to add. /// How long the effect should last for. /// The status effect cooldown should be refreshed (true) or accumulated (false). /// The status effects component to change, if you already have it. /// False if the effect could not be added or the component already exists, true otherwise. /// The component type to add and remove from the entity. public bool TryAddStatusEffect(EntityUid uid, string key, TimeSpan time, bool refresh, StatusEffectsComponent? status = null) where T : IComponent, new() { if (!Resolve(uid, ref status, false)) return false; if (!TryAddStatusEffect(uid, key, time, refresh, status)) return false; if (HasComp(uid)) return true; EntityManager.AddComponent(uid); status.ActiveEffects[key].RelevantComponent = Factory.GetComponentName(); return true; } public bool TryAddStatusEffect(EntityUid uid, string key, TimeSpan time, bool refresh, string component, StatusEffectsComponent? status = null) { if (!Resolve(uid, ref status, false)) return false; if (TryAddStatusEffect(uid, key, time, refresh, status)) { // If they already have the comp, we just won't bother updating anything. if (!EntityManager.HasComponent(uid, Factory.GetRegistration(component).Type)) { var newComponent = (Component) Factory.GetComponent(component); EntityManager.AddComponent(uid, newComponent); status.ActiveEffects[key].RelevantComponent = component; } return true; } return false; } /// /// Tries to add a status effect to an entity with a certain timer. /// /// The entity to add the effect to. /// The status effect ID to add. /// How long the effect should last for. /// The status effect cooldown should be refreshed (true) or accumulated (false). /// The status effects component to change, if you already have it. /// The time at which the status effect started. This exists mostly for prediction /// resetting. /// False if the effect could not be added, or if the effect already existed. /// /// This obviously does not add any actual 'effects' on its own. Use the generic overload, /// which takes in a component type, if you want to automatically add and remove a component. /// /// If the effect already exists, it will simply replace the cooldown with the new one given. /// If you want special 'effect merging' behavior, do it your own damn self! /// public bool TryAddStatusEffect(EntityUid uid, string key, TimeSpan time, bool refresh, StatusEffectsComponent? status = null, TimeSpan? startTime = null) { if (!Resolve(uid, ref status, false)) return false; if (!CanApplyEffect(uid, key, status)) return false; // we already checked if it has the index in CanApplyEffect so a straight index and not tryindex here // is fine var proto = _prototypeManager.Index(key); var start = startTime ?? _gameTiming.CurTime; (TimeSpan, TimeSpan) cooldown = (start, start + time); if (HasStatusEffect(uid, key, status)) { status.ActiveEffects[key].CooldownRefresh = refresh; if (refresh) { //Making sure we don't reset a longer cooldown by applying a shorter one. if ((status.ActiveEffects[key].Cooldown.Item2 - _gameTiming.CurTime) < time) { //Refresh cooldown time. status.ActiveEffects[key].Cooldown = cooldown; } } else { //Accumulate cooldown time. status.ActiveEffects[key].Cooldown.Item2 += time; } } else { status.ActiveEffects.Add(key, new StatusEffectState(cooldown, refresh, null)); EnsureComp(uid); } if (proto.Alert != null) { var cooldown1 = GetAlertCooldown(uid, proto.Alert.Value, status); _alertsSystem.ShowAlert(uid, proto.Alert.Value, null, cooldown1); } Dirty(uid, status); RaiseLocalEvent(uid, new StatusEffectAddedEvent(uid, key)); return true; } /// /// Finds the maximum cooldown among all status effects with the same alert /// /// /// This is mostly for stuns, since Stun and Knockdown share an alert key. Other times this pretty much /// will not be useful. /// private (TimeSpan, TimeSpan)? GetAlertCooldown(EntityUid uid, ProtoId alert, StatusEffectsComponent status) { (TimeSpan, TimeSpan)? maxCooldown = null; foreach (var kvp in status.ActiveEffects) { var proto = _prototypeManager.Index(kvp.Key); if (proto.Alert == alert) { if (maxCooldown == null || kvp.Value.Cooldown.Item2 > maxCooldown.Value.Item2) { maxCooldown = kvp.Value.Cooldown; } } } return maxCooldown; } /// /// Attempts to remove a status effect from an entity. /// /// The entity to remove an effect from. /// The effect ID to remove. /// The status effects component to change, if you already have it. /// If true, status effect removal will also remove the relevant component. This option /// exists mostly for prediction resetting. /// False if the effect could not be removed, true otherwise. /// /// Obviously this doesn't automatically clear any effects a status effect might have. /// That's up to the removed component to handle itself when it's removed. /// public bool TryRemoveStatusEffect(EntityUid uid, string key, StatusEffectsComponent? status = null, bool remComp = true) { if (!Resolve(uid, ref status, false)) return false; if (!status.ActiveEffects.ContainsKey(key)) return false; if (!_prototypeManager.TryIndex(key, out var proto)) return false; var state = status.ActiveEffects[key]; // There are cases where a status effect component might be server-only, so TryGetRegistration... if (remComp && state.RelevantComponent != null && Factory.TryGetRegistration(state.RelevantComponent, out var registration)) { var type = registration.Type; EntityManager.RemoveComponent(uid, type); } if (proto.Alert != null) { _alertsSystem.ClearAlert(uid, proto.Alert.Value); } status.ActiveEffects.Remove(key); if (status.ActiveEffects.Count == 0) { RemComp(uid); } Dirty(uid, status); RaiseLocalEvent(uid, new StatusEffectEndedEvent(uid, key)); return true; } /// /// Tries to remove all status effects from a given entity. /// /// The entity to remove effects from. /// The status effects component to change, if you already have it. /// False if any status effects failed to be removed, true if they all did. public bool TryRemoveAllStatusEffects(EntityUid uid, StatusEffectsComponent? status = null) { if (!Resolve(uid, ref status, false)) return false; bool failed = false; foreach (var effect in status.ActiveEffects) { if (!TryRemoveStatusEffect(uid, effect.Key, status)) failed = true; } Dirty(uid, status); return failed; } /// /// Returns whether a given entity has the status effect active. /// /// The entity to check on. /// The status effect ID to check for /// The status effect component, should you already have it. public bool HasStatusEffect(EntityUid uid, string key, StatusEffectsComponent? status = null) { if (!Resolve(uid, ref status, false)) return false; if (!status.ActiveEffects.ContainsKey(key)) return false; return true; } /// /// Returns whether a given entity can have a given effect applied to it. /// /// The entity to check on. /// The status effect ID to check for /// The status effect component, should you already have it. public bool CanApplyEffect(EntityUid uid, string key, StatusEffectsComponent? status = null) { // don't log since stuff calling this prolly doesn't care if we don't actually have it if (!Resolve(uid, ref status, false)) return false; var ev = new BeforeStatusEffectAddedEvent(key); RaiseLocalEvent(uid, ref ev); if (ev.Cancelled) return false; if (!_prototypeManager.TryIndex(key, out var proto)) return false; if (!status.AllowedEffects.Contains(key) && !proto.AlwaysAllowed) return false; return true; } /// /// Tries to add to the timer of an already existing status effect. /// /// The entity to add time to. /// The status effect to add time to. /// The amount of time to add. /// The status effect component, should you already have it. public bool TryAddTime(EntityUid uid, string key, TimeSpan time, StatusEffectsComponent? status = null) { if (!Resolve(uid, ref status, false)) return false; if (!HasStatusEffect(uid, key, status)) return false; var timer = status.ActiveEffects[key].Cooldown; timer.Item2 += time; status.ActiveEffects[key].Cooldown = timer; if (_prototypeManager.TryIndex(key, out var proto) && proto.Alert != null) { (TimeSpan, TimeSpan)? cooldown = GetAlertCooldown(uid, proto.Alert.Value, status); _alertsSystem.ShowAlert(uid, proto.Alert.Value, null, cooldown); } Dirty(uid, status); return true; } /// /// Tries to remove time from the timer of an already existing status effect. /// /// The entity to remove time from. /// The status effect to remove time from. /// The amount of time to add. /// The status effect component, should you already have it. public bool TryRemoveTime(EntityUid uid, string key, TimeSpan time, StatusEffectsComponent? status = null) { if (!Resolve(uid, ref status, false)) return false; if (!HasStatusEffect(uid, key, status)) return false; var timer = status.ActiveEffects[key].Cooldown; // what on earth are you doing, Gordon? if (time > timer.Item2) return false; timer.Item2 -= time; status.ActiveEffects[key].Cooldown = timer; if (_prototypeManager.TryIndex(key, out var proto) && proto.Alert != null) { (TimeSpan, TimeSpan)? cooldown = GetAlertCooldown(uid, proto.Alert.Value, status); _alertsSystem.ShowAlert(uid, proto.Alert.Value, null, cooldown); } Dirty(uid, status); return true; } /// /// Use if you want to set a cooldown directly. /// /// /// Not used internally; just sets it itself. /// public bool TrySetTime(EntityUid uid, string key, TimeSpan time, StatusEffectsComponent? status = null) { if (!Resolve(uid, ref status, false)) return false; if (!HasStatusEffect(uid, key, status)) return false; status.ActiveEffects[key].Cooldown = (_gameTiming.CurTime, _gameTiming.CurTime + time); Dirty(uid, status); return true; } /// /// Gets the cooldown for a given status effect on an entity. /// /// The entity to check for status effects on. /// The status effect to get time for. /// Out var for the time, if it exists. /// The status effects component to use, if any. /// False if the status effect was not active, true otherwise. public bool TryGetTime(EntityUid uid, string key, [NotNullWhen(true)] out (TimeSpan, TimeSpan)? time, StatusEffectsComponent? status = null) { if (!Resolve(uid, ref status, false) || !HasStatusEffect(uid, key, status)) { time = null; return false; } time = status.ActiveEffects[key].Cooldown; return true; } } /// /// Raised on an entity before a status effect is added to determine if adding it should be cancelled. /// [ByRefEvent] public record struct BeforeStatusEffectAddedEvent(string Key, bool Cancelled=false); public readonly struct StatusEffectAddedEvent { public readonly EntityUid Uid; public readonly string Key; public StatusEffectAddedEvent(EntityUid uid, string key) { Uid = uid; Key = key; } } public readonly struct StatusEffectEndedEvent { public readonly EntityUid Uid; public readonly string Key; public StatusEffectEndedEvent(EntityUid uid, string key) { Uid = uid; Key = key; } } }