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