Files
tbd-station-14/Content.Shared/Damage/Systems/SlowOnDamageSystem.cs
Javier Guardia Fernández 319aec109d Admin logs (#5419)
* Add admin logging, models, migrations

* Add logging damage changes

* Add Log admin flag, LogFilter, Logs admin menu tab, message
Refactor admin logging API

* Change admin log get method names

* Fix the name again

* Minute amount of reorganization

* Reset Postgres db snapshot

* Reset Sqlite db snapshot

* Make AdminLog have a composite primary key of round, id

* Minute cleanup

* Change admin system to do a type check instead of index check

* Make admin logs use C# 10 interpolated string handlers

* Implement UI on its own window
Custom controls
Searching
Add admin log converters

* Implement limits into the query

* Change logs to be put into an OutputPanel instead for text wrapping

* Add log <-> player m2m relationship back

* UI improvements, make text wrap, add separators

* Remove entity prefix from damaged log

* Add explicit m2m model, fix any players filter

* Add debug command to test bulk adding logs

* Admin logs now just kinda go

* Add histogram for database update time

* Make admin log system update run every 5 seconds

* Add a cap to the log queue and a metric for how many times it has been reached

* Add metric for logs sent in a round

* Make cvars out of admin logs queue send delay and cap

* Merge fixes

* Reset some changes

* Add test for adding and getting a single log

* Add tests for bulk adding logs

* Add test for querying logs

* Add CallerArgumentExpression to LogStringHandler methods and test

* Improve UI, fix SQLite, add searching by round

* Add entities to admin logs

* Move distinct after orderby

* Add migrations

* ef core eat my ass

* Add cvar for client logs batch size

* Sort logs from newest to oldest by default

* Merge fixes

* Reorganize tests and add one for date ordering

* Add note to log types to not change their numeric values

* Add impacts to logs, better UI filtering

* Make log add callable from shared for convenience

* Get current round id directly from game ticker

* Revert namespace change for DamageableSystem
2021-11-22 18:49:26 +01:00

55 lines
2.0 KiB
C#

using System;
using Content.Shared.Damage.Components;
using Content.Shared.FixedPoint;
using Content.Shared.Movement.EntitySystems;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
namespace Content.Shared.Damage
{
public class SlowOnDamageSystem : EntitySystem
{
[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifierSystem = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<SlowOnDamageComponent, DamageChangedEvent>(OnDamageChanged);
SubscribeLocalEvent<SlowOnDamageComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovespeed);
}
private void OnRefreshMovespeed(EntityUid uid, SlowOnDamageComponent component, RefreshMovementSpeedModifiersEvent args)
{
if (!EntityManager.TryGetComponent<DamageableComponent>(uid, out var damage))
return;
if (damage.TotalDamage == FixedPoint2.Zero)
return;
// Get closest threshold
FixedPoint2 closest = FixedPoint2.Zero;
var total = damage.TotalDamage;
foreach (var thres in component.SpeedModifierThresholds)
{
if (FixedPoint2.Dist(thres.Key, total) < FixedPoint2.Dist(closest, total))
closest = thres.Key;
}
if (closest != FixedPoint2.Zero)
{
var speed = component.SpeedModifierThresholds[closest];
args.ModifySpeed(speed, speed);
}
}
private void OnDamageChanged(EntityUid uid, SlowOnDamageComponent component, DamageChangedEvent args)
{
// We -could- only refresh if it crossed a threshold but that would kind of be a lot of duplicated
// code and this isn't a super hot path anyway since basically only humans have this
_movementSpeedModifierSystem.RefreshMovementSpeedModifiers(uid);
}
}
}