using Content.Server.Damage.Components;
using Content.Server.Damage.Events;
using Content.Server.Popups;
using Content.Server.Weapon.Melee;
using Content.Shared.Alert;
using Content.Shared.Rounding;
using Content.Shared.Stunnable;
using Robust.Shared.Collections;
using Robust.Shared.Physics.Dynamics;
using Robust.Shared.Player;
using Robust.Shared.Timing;
using Robust.Shared.Audio;
namespace Content.Server.Damage.Systems;
public sealed class StaminaSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly AlertsSystem _alerts = default!;
[Dependency] private readonly PopupSystem _popup = default!;
[Dependency] private readonly SharedStunSystem _stunSystem = default!;
private const float UpdateCooldown = 2f;
private float _accumulator;
private const string CollideFixture = "projectile";
///
/// How much of a buffer is there between the stun duration and when stuns can be re-applied.
///
private const float StamCritBufferTime = 3f;
private readonly List _dirtyEntities = new();
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent(OnCollide);
SubscribeLocalEvent(OnHit);
SubscribeLocalEvent(OnStartup);
SubscribeLocalEvent(OnShutdown);
}
private void OnShutdown(EntityUid uid, StaminaComponent component, ComponentShutdown args)
{
SetStaminaAlert(uid);
}
private void OnStartup(EntityUid uid, StaminaComponent component, ComponentStartup args)
{
SetStaminaAlert(uid, component);
}
private void OnHit(EntityUid uid, StaminaDamageOnHitComponent component, MeleeHitEvent args)
{
if (component.Damage <= 0f) return;
var ev = new StaminaDamageOnHitAttemptEvent();
RaiseLocalEvent(uid, ref ev);
if (ev.Cancelled) return;
args.HitSoundOverride = ev.HitSoundOverride;
var stamQuery = GetEntityQuery();
var toHit = new ValueList();
// Split stamina damage between all eligible targets.
foreach (var ent in args.HitEntities)
{
if (!stamQuery.TryGetComponent(ent, out var stam)) continue;
toHit.Add(stam);
}
var hitEvent = new StaminaMeleeHitEvent(toHit);
RaiseLocalEvent(uid, hitEvent, false);
if (hitEvent.Handled)
return;
var damage = component.Damage;
damage *= hitEvent.Multiplier;
damage += hitEvent.FlatModifier;
foreach (var comp in toHit)
{
var oldDamage = comp.StaminaDamage;
TakeStaminaDamage(comp.Owner, damage / toHit.Count, comp, component.KnockdownSound);
if (comp.StaminaDamage.Equals(oldDamage))
{
_popup.PopupEntity(Loc.GetString("stamina-resist"), comp.Owner, Filter.Entities(args.User));
}
}
}
private void OnCollide(EntityUid uid, StaminaDamageOnCollideComponent component, StartCollideEvent args)
{
if (!args.OurFixture.ID.Equals(CollideFixture)) return;
TakeStaminaDamage(args.OtherFixture.Body.Owner, component.Damage);
}
private void SetStaminaAlert(EntityUid uid, StaminaComponent? component = null)
{
if (!Resolve(uid, ref component, false) || component.Deleted)
{
_alerts.ClearAlert(uid, AlertType.Stamina);
return;
}
var severity = ContentHelpers.RoundToLevels(MathF.Max(0f, component.CritThreshold - component.StaminaDamage), component.CritThreshold, 7);
_alerts.ShowAlert(uid, AlertType.Stamina, (short) severity);
}
public void TakeStaminaDamage(EntityUid uid, float value, StaminaComponent? component = null, SoundSpecifier? knockdownSound = null)
{
if (!Resolve(uid, ref component, false) || component.Critical) return;
var oldDamage = component.StaminaDamage;
component.StaminaDamage = MathF.Max(0f, component.StaminaDamage + value);
// Reset the decay cooldown upon taking damage.
if (oldDamage < component.StaminaDamage)
{
component.StaminaDecayAccumulator = component.DecayCooldown;
}
var slowdownThreshold = component.CritThreshold / 2f;
// If we go above n% then apply slowdown
if (oldDamage < slowdownThreshold &&
component.StaminaDamage > slowdownThreshold)
{
_stunSystem.TrySlowdown(uid, TimeSpan.FromSeconds(3), true, 0.8f, 0.8f);
}
SetStaminaAlert(uid, component);
// Can't do it here as resetting prediction gets cooked.
_dirtyEntities.Add(uid);
if (!component.Critical)
{
if (component.StaminaDamage >= component.CritThreshold)
{
if (knockdownSound != null)
SoundSystem.Play(knockdownSound.GetSound(), Filter.Pvs(uid, entityManager: EntityManager), uid, knockdownSound.Params);
EnterStamCrit(uid, component);
}
}
else
{
if (component.StaminaDamage < component.CritThreshold)
{
ExitStamCrit(uid, component);
}
}
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!_timing.IsFirstTimePredicted) return;
_accumulator -= frameTime;
if (_accumulator > 0f) return;
var stamQuery = GetEntityQuery();
foreach (var uid in _dirtyEntities)
{
// Don't need to RemComp as they will get handled below.
if (!stamQuery.TryGetComponent(uid, out var comp) || comp.StaminaDamage <= 0f) continue;
EnsureComp(uid);
}
_dirtyEntities.Clear();
_accumulator += UpdateCooldown;
foreach (var active in EntityQuery())
{
// Just in case we have active but not stamina we'll check and account for it.
if (!stamQuery.TryGetComponent(active.Owner, out var comp) ||
comp.StaminaDamage <= 0f)
{
RemComp(active.Owner);
continue;
}
comp.StaminaDecayAccumulator -= UpdateCooldown;
if (comp.StaminaDecayAccumulator > 0f) continue;
// We were in crit so come out of it and continue.
if (comp.Critical)
{
ExitStamCrit(active.Owner, comp);
continue;
}
comp.StaminaDecayAccumulator = 0f;
TakeStaminaDamage(comp.Owner, -comp.Decay * UpdateCooldown, comp);
}
}
private void EnterStamCrit(EntityUid uid, StaminaComponent? component = null)
{
if (!Resolve(uid, ref component) ||
component.Critical) return;
// To make the difference between a stun and a stamcrit clear
// TODO: Mask?
component.Critical = true;
component.StaminaDamage = component.CritThreshold;
component.StaminaDecayAccumulator = 0f;
var stunTime = TimeSpan.FromSeconds(6);
_stunSystem.TryParalyze(uid, stunTime, true);
// Give them buffer before being able to be re-stunned
component.StaminaDecayAccumulator = (float) stunTime.TotalSeconds + StamCritBufferTime;
}
private void ExitStamCrit(EntityUid uid, StaminaComponent? component = null)
{
if (!Resolve(uid, ref component) ||
!component.Critical) return;
component.Critical = false;
component.StaminaDamage = 0f;
SetStaminaAlert(uid, component);
}
}