using System; using System.Diagnostics.CodeAnalysis; using Content.Shared.Alert; using Robust.Shared.GameObjects; using Robust.Shared.GameStates; using Robust.Shared.IoC; 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 IComponentFactory _componentFactory = default!; [Dependency] private readonly IGameTiming _gameTiming = default!; public override void Initialize() { base.Initialize(); UpdatesOutsidePrediction = true; SubscribeLocalEvent(OnGetState); SubscribeLocalEvent(OnHandleState); } public override void Update(float frameTime) { base.Update(frameTime); var curTime = _gameTiming.CurTime; foreach (var status in EntityManager.EntityQuery(false)) { if (status.ActiveEffects.Count == 0) continue; foreach (var state in status.ActiveEffects.ToArray()) { // if we're past the end point of the effect if (_gameTiming.CurTime > state.Value.Cooldown.Item2) { TryRemoveStatusEffect(status.Owner, state.Key, status); } } } } private void OnGetState(EntityUid uid, StatusEffectsComponent component, ref ComponentGetState args) { args.State = new StatusEffectsComponentState(component.ActiveEffects, component.AllowedEffects); } private void OnHandleState(EntityUid uid, StatusEffectsComponent component, ref ComponentHandleState args) { if (args.Current is StatusEffectsComponentState state) { component.AllowedEffects = state.AllowedEffects; foreach (var effect in state.ActiveEffects) { // don't bother with anything if we already have it if (component.ActiveEffects.ContainsKey(effect.Key)) { component.ActiveEffects[effect.Key] = effect.Value; continue; } var time = effect.Value.Cooldown.Item2 - effect.Value.Cooldown.Item1; //TODO: Not sure how to handle refresh here. TryAddStatusEffect(uid, effect.Key, time, true); } } } /// /// 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. /// The alerts component to modify, if the status effect has an alert. /// 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, SharedAlertsComponent? alerts=null) where T: Component, new() { if (!Resolve(uid, ref status, false)) return false; Resolve(uid, ref alerts, false); if (TryAddStatusEffect(uid, key, time, refresh, status, alerts)) { // If they already have the comp, we just won't bother updating anything. if (!EntityManager.HasComponent(uid)) { var comp = EntityManager.AddComponent(uid); status.ActiveEffects[key].RelevantComponent = comp.Name; } return true; } return false; } public bool TryAddStatusEffect(EntityUid uid, string key, TimeSpan time, bool refresh, string component, StatusEffectsComponent? status = null, SharedAlertsComponent? alerts = null) { if (!Resolve(uid, ref status, false)) return false; Resolve(uid, ref alerts, false); if (TryAddStatusEffect(uid, key, time, refresh, status, alerts)) { // If they already have the comp, we just won't bother updating anything. if (!EntityManager.HasComponent(uid, _componentFactory.GetRegistration(component).Type)) { // Fuck this shit I hate it var newComponent = (Component) _componentFactory.GetComponent(component); newComponent.Owner = uid; 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 alerts component to modify, if the status effect has an alert. /// 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, SharedAlertsComponent? alerts=null) { if (!Resolve(uid, ref status, false)) return false; if (!CanApplyEffect(uid, key, status)) return false; Resolve(uid, ref alerts, 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); (TimeSpan, TimeSpan) cooldown = (_gameTiming.CurTime, _gameTiming.CurTime + 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)); } if (proto.Alert != null && alerts != null) { alerts.ShowAlert(proto.Alert.Value, cooldown: GetAlertCooldown(uid, proto.Alert.Value, status)); } status.Dirty(); // event? 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, AlertType 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. /// The alerts component to modify, if the status effect has an alert. /// 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, SharedAlertsComponent? alerts=null) { if (!Resolve(uid, ref status, false)) return false; if (!status.ActiveEffects.ContainsKey(key)) return false; if (!_prototypeManager.TryIndex(key, out var proto)) return false; Resolve(uid, ref alerts, false); var state = status.ActiveEffects[key]; // There are cases where a status effect component might be server-only, so TryGetRegistration... if (state.RelevantComponent != null && _componentFactory.TryGetRegistration(state.RelevantComponent, out var registration)) { var type = registration.Type; // Make sure the component is actually there first. // Maybe a badmin badminned the component away, // or perhaps, on the client, the component deletion sync // was faster than prediction could predict. Either way, let's not assume the component exists. if(EntityManager.HasComponent(uid, type)) EntityManager.RemoveComponent(uid, type); } if (proto.Alert != null && alerts != null) { alerts.ClearAlert(proto.Alert.Value); } status.ActiveEffects.Remove(key); status.Dirty(); // event? 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. /// The alerts component to modify, if the status effect has an alert. /// False if any status effects failed to be removed, true if they all did. public bool TryRemoveAllStatusEffects(EntityUid uid, StatusEffectsComponent? status = null, SharedAlertsComponent? alerts = null) { if (!Resolve(uid, ref status, false)) return false; Resolve(uid, ref alerts, false); bool failed = false; foreach (var effect in status.ActiveEffects) { if(!TryRemoveStatusEffect(uid, effect.Key, status, alerts)) failed = true; } 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; 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, SharedAlertsComponent? alert=null) { if (!Resolve(uid, ref status, false)) return false; Resolve(uid, ref alert, 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) && alert != null && proto.Alert != null) { alert.ShowAlert(proto.Alert.Value, cooldown: GetAlertCooldown(uid, proto.Alert.Value, 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, SharedAlertsComponent? alert=null) { if (!Resolve(uid, ref status, false)) return false; Resolve(uid, ref alert, 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) && alert != null && proto.Alert != null) { alert.ShowAlert(proto.Alert.Value, cooldown: GetAlertCooldown(uid, proto.Alert.Value, 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); 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; } } }