#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 Content.Shared.GameObjects.EntitySystems; 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!; // TODO define these in yaml? public const string DefaultDamageContainer = "metallicDamageContainer"; public const string DefaultResistanceSet = "defaultResistances"; public override string Name => "Damageable"; private DamageState _damageState; private DamageFlag _flags; public event Action? HealthChangedEvent; [ViewVariables] private ResistanceSet Resistances { get; set; } = default!; [ViewVariables] private DamageContainer Damage { get; set; } = default!; public Dictionary Thresholds { get; set; } = new(); public virtual List SupportedDamageStates { get { var states = new List {DamageState.Alive}; states.AddRange(Thresholds.Keys); return states; } } public virtual DamageState CurrentState { get => _damageState; set { var old = _damageState; _damageState = 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); // TODO DAMAGE Serialize as a dictionary of damage states to thresholds serializer.DataReadWriteFunction( "criticalThreshold", null, t => { if (t == null) { return; } Thresholds[DamageState.Critical] = t.Value; }, () => Thresholds.TryGetValue(DamageState.Critical, out var value) ? value : (int?) null); serializer.DataReadWriteFunction( "deadThreshold", null, t => { if (t == null) { return; } Thresholds[DamageState.Dead] = t.Value; }, () => Thresholds.TryGetValue(DamageState.Dead, out var value) ? value : (int?) null); serializer.DataField(ref _damageState, "damageState", DamageState.Alive); 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; }); // TODO DAMAGE Serialize damage done and resistance changes serializer.DataReadWriteFunction( "damagePrototype", DefaultDamageContainer, prototype => { var damagePrototype = _prototypeManager.Index(prototype); Damage = new DamageContainer(OnHealthChanged, damagePrototype); }, () => Damage.ID); serializer.DataReadWriteFunction( "resistancePrototype", DefaultResistanceSet, prototype => { var resistancePrototype = _prototypeManager.Index(prototype); Resistances = new ResistanceSet(resistancePrototype); }, () => Resistances.ID); } public override void Initialize() { base.Initialize(); foreach (var behavior in Owner.GetAllComponents()) { HealthChangedEvent += behavior.OnHealthChanged; } } protected override void Startup() { base.Startup(); ForceHealthChangedEvent(); } 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 = Resistances.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); } public (int current, int max)? Health(DamageState threshold) { if (!SupportedDamageStates.Contains(threshold) || !Thresholds.TryGetValue(threshold, out var thresholdValue)) { return null; } var current = thresholdValue - TotalDamage; return (current, thresholdValue); } public bool TryHealth(DamageState threshold, out (int current, int max) health) { var temp = Health(threshold); if (temp == null) { health = (default, default); return false; } health = temp.Value; return true; } 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 (CurrentState != DamageState.Dead) { if (Thresholds.TryGetValue(DamageState.Dead, out var deadThreshold) && TotalDamage > deadThreshold) { CurrentState = DamageState.Dead; } else if (Thresholds.TryGetValue(DamageState.Critical, out var critThreshold) && TotalDamage > critThreshold) { CurrentState = DamageState.Critical; } else { CurrentState = 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); } public void OnExplosion(ExplosionEventArgs eventArgs) { var damage = eventArgs.Severity switch { ExplosionSeverity.Light => 20, ExplosionSeverity.Heavy => 60, ExplosionSeverity.Destruction => 250, _ => throw new ArgumentOutOfRangeException() }; ChangeDamage(DamageType.Piercing, damage, false); ChangeDamage(DamageType.Heat, damage, false); } } }