Files
tbd-station-14/Content.Shared/Damage/Systems/DamageableSystem.cs
2022-03-29 00:26:39 +11:00

286 lines
11 KiB
C#

using System.Linq;
using Content.Shared.Damage.Prototypes;
using Content.Shared.FixedPoint;
using Content.Shared.Inventory;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Log;
using Robust.Shared.Prototypes;
namespace Content.Shared.Damage
{
public sealed class DamageableSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
public override void Initialize()
{
SubscribeLocalEvent<DamageableComponent, ComponentInit>(DamageableInit);
SubscribeLocalEvent<DamageableComponent, ComponentHandleState>(DamageableHandleState);
SubscribeLocalEvent<DamageableComponent, ComponentGetState>(DamageableGetState);
}
/// <summary>
/// Initialize a damageable component
/// </summary>
private void DamageableInit(EntityUid uid, DamageableComponent component, ComponentInit _)
{
if (component.DamageContainerID != null &&
_prototypeManager.TryIndex<DamageContainerPrototype>(component.DamageContainerID,
out var damageContainerPrototype))
{
// Initialize damage dictionary, using the types and groups from the damage
// container prototype
foreach (var type in damageContainerPrototype.SupportedTypes)
{
component.Damage.DamageDict.TryAdd(type, FixedPoint2.Zero);
}
foreach (var groupID in damageContainerPrototype.SupportedGroups)
{
var group = _prototypeManager.Index<DamageGroupPrototype>(groupID);
foreach (var type in group.DamageTypes)
{
component.Damage.DamageDict.TryAdd(type, FixedPoint2.Zero);
}
}
}
else
{
// No DamageContainerPrototype was given. So we will allow the container to support all damage types
foreach (var type in _prototypeManager.EnumeratePrototypes<DamageTypePrototype>())
{
component.Damage.DamageDict.TryAdd(type.ID, FixedPoint2.Zero);
}
}
component.DamagePerGroup = component.Damage.GetDamagePerGroup(_prototypeManager);
component.TotalDamage = component.Damage.Total;
}
/// <summary>
/// Directly sets the damage specifier of a damageable component.
/// </summary>
/// <remarks>
/// Useful for some unfriendly folk. Also ensures that cached values are updated and that a damage changed
/// event is raised.
/// </remarks>
public void SetDamage(DamageableComponent damageable, DamageSpecifier damage)
{
damageable.Damage = damage;
DamageChanged(damageable);
}
/// <summary>
/// If the damage in a DamageableComponent was changed, this function should be called.
/// </summary>
/// <remarks>
/// This updates cached damage information, flags the component as dirty, and raises a damage changed event.
/// The damage changed event is used by other systems, such as damage thresholds.
/// </remarks>
public void DamageChanged(DamageableComponent component, DamageSpecifier? damageDelta = null,
bool interruptsDoAfters = true)
{
component.DamagePerGroup = component.Damage.GetDamagePerGroup(_prototypeManager);
component.TotalDamage = component.Damage.Total;
Dirty(component);
if (EntityManager.TryGetComponent<AppearanceComponent>(component.Owner, out var appearance) && damageDelta != null)
{
var data = new DamageVisualizerGroupData(damageDelta.GetDamagePerGroup(_prototypeManager).Keys.ToList());
appearance.SetData(DamageVisualizerKeys.DamageUpdateGroups, data);
}
RaiseLocalEvent(component.Owner, new DamageChangedEvent(component, damageDelta, interruptsDoAfters), false);
}
/// <summary>
/// Applies damage specified via a <see cref="DamageSpecifier"/>.
/// </summary>
/// <remarks>
/// <see cref="DamageSpecifier"/> is effectively just a dictionary of damage types and damage values. This
/// function just applies the container's resistances (unless otherwise specified) and then changes the
/// stored damage data. Division of group damage into types is managed by <see cref="DamageSpecifier"/>.
/// </remarks>
/// <returns>
/// Returns a <see cref="DamageSpecifier"/> with information about the actual damage changes. This will be
/// null if the user had no applicable components that can take damage.
/// </returns>
public DamageSpecifier? TryChangeDamage(EntityUid? uid, DamageSpecifier damage, bool ignoreResistances = false,
bool interruptsDoAfters = true)
{
if (!EntityManager.TryGetComponent<DamageableComponent>(uid, out var damageable))
{
// TODO BODY SYSTEM pass damage onto body system
return null;
}
if (damage == null)
{
Logger.Error("Null DamageSpecifier. Probably because a required yaml field was not given.");
return null;
}
if (damage.Empty)
{
return damage;
}
// Apply resistances
if (!ignoreResistances)
{
if (damageable.DamageModifierSetId != null &&
_prototypeManager.TryIndex<DamageModifierSetPrototype>(damageable.DamageModifierSetId, out var modifierSet))
{
damage = DamageSpecifier.ApplyModifierSet(damage, modifierSet);
}
var ev = new DamageModifyEvent(damage);
RaiseLocalEvent(uid.Value, ev, false);
damage = ev.Damage;
if (damage.Empty)
{
return damage;
}
}
// Copy the current damage, for calculating the difference
DamageSpecifier oldDamage = new(damageable.Damage);
damageable.Damage.ExclusiveAdd(damage);
damageable.Damage.ClampMin(FixedPoint2.Zero);
var delta = damageable.Damage - oldDamage;
delta.TrimZeros();
if (!delta.Empty)
{
DamageChanged(damageable, delta, interruptsDoAfters);
}
return delta;
}
/// <summary>
/// Sets all damage types supported by a <see cref="DamageableComponent"/> to the specified value.
/// </summary>
/// <remakrs>
/// Does nothing If the given damage value is negative.
/// </remakrs>
public void SetAllDamage(DamageableComponent component, FixedPoint2 newValue)
{
if (newValue < 0)
{
// invalid value
return;
}
foreach (var type in component.Damage.DamageDict.Keys)
{
component.Damage.DamageDict[type] = newValue;
}
// Setting damage does not count as 'dealing' damage, even if it is set to a larger value, so we pass an
// empty damage delta.
DamageChanged(component, new DamageSpecifier());
}
private void DamageableGetState(EntityUid uid, DamageableComponent component, ref ComponentGetState args)
{
args.State = new DamageableComponentState(component.Damage.DamageDict, component.DamageModifierSetId);
}
private void DamageableHandleState(EntityUid uid, DamageableComponent component, ref ComponentHandleState args)
{
if (args.Current is not DamageableComponentState state)
{
return;
}
component.DamageModifierSetId = state.ModifierSetId;
// Has the damage actually changed?
DamageSpecifier newDamage = new() { DamageDict = new(state.DamageDict) };
var delta = component.Damage - newDamage;
delta.TrimZeros();
if (!delta.Empty)
{
component.Damage = newDamage;
DamageChanged(component, delta);
}
}
}
/// <summary>
/// Raised on an entity when damage is about to be dealt,
/// in case anything else needs to modify it other than the base
/// damageable component.
///
/// For example, armor.
/// </summary>
public sealed class DamageModifyEvent : EntityEventArgs, IInventoryRelayEvent
{
// Whenever locational damage is a thing, this should just check only that bit of armour.
public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
public DamageSpecifier Damage;
public DamageModifyEvent(DamageSpecifier damage)
{
Damage = damage;
}
}
public sealed class DamageChangedEvent : EntityEventArgs
{
/// <summary>
/// This is the component whose damage was changed.
/// </summary>
/// <remarks>
/// Given that nearly every component that cares about a change in the damage, needs to know the
/// current damage values, directly passing this information prevents a lot of duplicate
/// Owner.TryGetComponent() calls.
/// </remarks>
public readonly DamageableComponent Damageable;
/// <summary>
/// The amount by which the damage has changed. If the damage was set directly to some number, this will be
/// null.
/// </summary>
public readonly DamageSpecifier? DamageDelta;
/// <summary>
/// Was any of the damage change dealing damage, or was it all healing?
/// </summary>
public readonly bool DamageIncreased = false;
/// <summary>
/// Does this event interrupt DoAfters?
/// Note: As provided in the constructor, this *does not* account for DamageIncreased.
/// As written into the event, this *does* account for DamageIncreased.
/// </summary>
public readonly bool InterruptsDoAfters = false;
public DamageChangedEvent(DamageableComponent damageable, DamageSpecifier? damageDelta, bool interruptsDoAfters)
{
Damageable = damageable;
DamageDelta = damageDelta;
if (DamageDelta == null)
return;
foreach (var damageChange in DamageDelta.DamageDict.Values)
{
if (damageChange > 0)
{
DamageIncreased = true;
break;
}
}
InterruptsDoAfters = interruptsDoAfters && DamageIncreased;
}
}
}