#nullable enable
using System;
using System.Collections.Generic;
using Content.Shared.Damage;
using Content.Shared.Damage.DamageContainer;
using Content.Shared.Damage.ResistanceSet;
using Content.Shared.Interfaces.GameObjects.Components;
using Mono.Collections.Generic;
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!;
public override string Name => "Damageable";
private DamageState _currentDamageState;
private DamageFlag _flags;
public event Action? HealthChangedEvent;
///
/// The threshold of damage, if any, above which the entity enters crit.
/// -1 means that this entity cannot go into crit.
///
[ViewVariables(VVAccess.ReadWrite)]
public int? CriticalThreshold { get; set; }
///
/// The threshold of damage, if any, above which the entity dies.
/// -1 means that this entity cannot die.
///
[ViewVariables(VVAccess.ReadWrite)]
public int? DeadThreshold { get; set; }
[ViewVariables] private ResistanceSet Resistance { get; set; } = default!;
[ViewVariables] private DamageContainer Damage { get; set; } = default!;
public virtual List SupportedDamageStates
{
get
{
var states = new List {DamageState.Alive};
if (CriticalThreshold != null)
{
states.Add(DamageState.Critical);
}
if (DeadThreshold != null)
{
states.Add(DamageState.Dead);
}
return states;
}
}
public virtual DamageState CurrentDamageState
{
get => _currentDamageState;
set
{
var old = _currentDamageState;
_currentDamageState = value;
if (old != value)
{
EnterState(value);
}
Dirty();
}
}
[ViewVariables] public int TotalDamage => Damage.TotalDamage;
public IReadOnlyDictionary DamageClasses => Damage.DamageClasses;
public IReadOnlyDictionary DamageTypes => Damage.DamageTypes;
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 override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataReadWriteFunction(
"criticalThreshold",
-1,
t => CriticalThreshold = t == -1 ? (int?) null : t,
() => CriticalThreshold ?? -1);
serializer.DataReadWriteFunction(
"deadThreshold",
-1,
t => DeadThreshold = t == -1 ? (int?) null : t,
() => DeadThreshold ?? -1);
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;
});
if (serializer.Reading)
{
// Doesn't write to file, TODO?
// Yes, TODO
var containerId = "biologicalDamageContainer";
var resistanceId = "defaultResistances";
serializer.DataField(ref containerId, "damageContainer", "biologicalDamageContainer");
serializer.DataField(ref resistanceId, "resistances", "defaultResistances");
if (!_prototypeManager.TryIndex(containerId!, out DamageContainerPrototype damage))
{
throw new InvalidOperationException(
$"No {nameof(DamageContainerPrototype)} found with name {containerId}");
}
Damage = new DamageContainer(OnHealthChanged, damage);
if (!_prototypeManager.TryIndex(resistanceId!, out ResistanceSetPrototype resistance))
{
throw new InvalidOperationException(
$"No {nameof(ResistanceSetPrototype)} found with name {resistanceId}");
}
Resistance = new ResistanceSet(resistance);
}
}
public override void Initialize()
{
base.Initialize();
foreach (var behavior in Owner.GetAllComponents())
{
HealthChangedEvent += behavior.OnHealthChanged;
}
}
public bool TryGetDamage(DamageType type, out int damage)
{
return Damage.TryGetDamageValue(type, out damage);
}
public bool ChangeDamage(DamageType type, int amount, bool ignoreResistances,
IEntity? source = null,
HealthChangeParams? extraParams = null)
{
if (amount > 0 && HasFlag(DamageFlag.Invulnerable))
{
return false;
}
if (Damage.SupportsDamageType(type))
{
var finalDamage = amount;
if (!ignoreResistances)
{
finalDamage = Resistance.CalculateDamage(type, amount);
}
Damage.ChangeDamageValue(type, finalDamage);
return true;
}
return false;
}
public bool ChangeDamage(DamageClass @class, int amount, bool ignoreResistances,
IEntity? source = null,
HealthChangeParams? extraParams = null)
{
if (amount > 0 && HasFlag(DamageFlag.Invulnerable))
{
return false;
}
if (Damage.SupportsDamageClass(@class))
{
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 && healingLeft < 0)
{
// 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, -Damage.GetDamageValue(type)),
healingLeft);
Damage.ChangeDamageValue(type, healAmount);
healThisCycle += healAmount;
healingLeft -= healAmount;
}
}
return true;
}
var damageLeft = amount;
while (damageLeft > 0)
{
int damagePerType;
if (damageLeft < types.Count && damageLeft > 0)
{
damagePerType = 1;
}
else
{
damagePerType = damageLeft / types.Count;
}
foreach (var type in types)
{
var damageAmount = Math.Min(damagePerType, damageLeft);
Damage.ChangeDamageValue(type, damageAmount);
damageLeft -= damageAmount;
}
}
return true;
}
return false;
}
public bool SetDamage(DamageType type, int newValue, IEntity? source = null,
HealthChangeParams? extraParams = null)
{
if (newValue >= TotalDamage && HasFlag(DamageFlag.Invulnerable))
{
return false;
}
if (Damage.SupportsDamageType(type))
{
Damage.SetDamageValue(type, newValue);
return true;
}
return false;
}
public void Heal()
{
Damage.Heal();
}
public void ForceHealthChangedEvent()
{
var data = new List();
foreach (var type in Damage.SupportedTypes)
{
var damage = Damage.GetDamageValue(type);
var datum = new HealthChangeData(type, damage, 0);
data.Add(datum);
}
OnHealthChanged(data);
}
private void OnHealthChanged(List changes)
{
var args = new HealthChangedEventArgs(this, changes);
OnHealthChanged(args);
}
protected virtual void EnterState(DamageState state) { }
protected virtual void OnHealthChanged(HealthChangedEventArgs e)
{
if (CurrentDamageState != DamageState.Dead)
{
if (DeadThreshold != -1 && TotalDamage > DeadThreshold)
{
CurrentDamageState = DamageState.Dead;
}
else if (CriticalThreshold != -1 && TotalDamage > CriticalThreshold)
{
CurrentDamageState = DamageState.Critical;
}
else
{
CurrentDamageState = DamageState.Alive;
}
}
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, e);
HealthChangedEvent?.Invoke(e);
Dirty();
}
public void RadiationAct(float frameTime, SharedRadiationPulseComponent radiation)
{
var totalDamage = Math.Max((int)(frameTime * radiation.RadsPerSecond), 1);
ChangeDamage(DamageType.Radiation, totalDamage, false, radiation.Owner);
}
}
}