Files
tbd-station-14/Content.Shared/GameObjects/Components/Damage/DamageableComponent.cs
Paul Ritter 5c50b1f6ed Serialization v3 content PR (#3491)
* serv3 in shared pt 1

* beginning of deepclone api

* progress in implementing ideepclone & serv3 in content

* adds target

* its cant hurt you it cant hurt you

* more changes to content.server

* adds dataclasses

* almost there

* renamed & edited entry

* finishes refactoring content to use serv3

* gasmixture runtimes, next: reagentunit

* fucin hell that was an annoying one

* adds flags

* fixes some yaml errors

* removes comment

* fixes generic components for now

* removes todo
actually clones values my god paul
fixes bug involving resolving custom data classes from other proj
renames dataclass
fixes spritecomp
adds WithFormat.Constants support

* adds deepclone to ResistanceSet

* adds a bunch of deepclone implementations
adds a deepclone analyzer (TODO)
adds a deep clone fallback for classes & structs

* fixes a bunch of runtimes

* adds deepclone to entityuid

* adds generator to sln

* gets rid of warnings

* fixes

* argh

* componentdata refactors

* more deepclone impl

* heck me i reworked all of content deepclone

* renames custom dataclasstarget

* misc

* reworks prototypes

* deepclone nuke

* renamed customdataclass attribute

* fixes everything

* misc fixed

* the killcommit

* getting there

* changed yamlfieldattribute namespace

* adds back iselfserialize

* renames everything to data(field/definition)

* ouch

* Fix most errors on content

* Fix more errors in content

* Fix some components

* work on tests

* fixes some customdataclasses

* fuggin shit

* yes

* yeas

* Remove data classes

* Data field naming fixes

* arg

* Git resetti RobustToolbox

* Merge fixes

* General fixes

* Fix startup serialization errors

* Fix DamageContainerPrototype when supported classes or types are null

* Implement construction graph step type serializer

* Fix up construction serialization

* Fix up construction serialization part 2

* Fix null list in technology database component

* Fix body serialization

* Fix entity storage serialization

* Fix actions serialization

* Fix AI serialization

* Fix reaction serialization

* Fix body serialization

* Fix grid atmosphere serialization

* Rename IServ3Manager to ISerializationManager

* Convert every non generic serializer to the new format, general fixes

* Serialization and body system fix

* pushinheritance fix

* Update all prototypes to have a parent and have consistent id/parent properties

* Merge fixes

* smh my head

* cuddling slaps

* Content commit for engine PR

* stuff

* more fixes

* argh

* yes even you are fixed

* changelog fixes

* fixes seeds

* argh

* Test fixes

* Add writing for alert order prototype

* Fix alert order writing

* FIX

* its been alot ok

* Fix the rest of the visualizers

* Fix server alerts component tests

* Fix alert prototype tests not using the read value

* Fix alert prototype tests initializing serialization multiple times

* THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA

* Add ImplicitDataDefinitionForInheritors to IMechanismBehavior
Fixes the behaviors not being found

* Fix NRE in strap component
Good night to the 1 buckle optimization

* Fix clothing component slot flags serialization tag

* Fix body component in all components test

* Merge fixes

* ffs

* Make construction graph prototype use serialization hooks

* human yaml linted

* a

* Do the thing for construction

* stuff

* a

* monke see yaml linter

* LINT HARDER

* Remove redundant todo

* yes

* Add skip hook argument to readers and copiers

* we gamin

* test/datafield fixes

* adds more verbose validation

* moves linter to action

* Improve construction graph step type serializer error message

* Fix ammo box component NRE

* gamin

* some updates to the linter

* yes

* removes that test

* misc fixes

* array fix
priority fix
misc fixes

* adds proper info the validation

* adds alwaysrelevant usa

* Make yaml linter take half as long to run (~50% less)

* Make yaml linter 5 times faster (~80% less execution time)

* based vera being based

* fixes mapsaving

* warning cleanup & moves surpressor

* removes old msbuild targets

* Revert "Make yaml linter 5 times faster (~80% less execution time)"

This reverts commit 3e6091359a26252c3e98828199553de668031c63.

* Add -nowarn to yaml linter run configuration

* Improve yaml linter message feedback

* Make dependencies an argument instead of a property on the serialization manager

* yamllinting slaps

* Clean up type serializers

* Move yaml linter code to its own method

* Fix yaml errors

* Change yaml linter action name and remove -nowarn

* yaml linter please shut

* Git resetti robust toolbox

Co-authored-by: Paul <ritter.paul1+git@googlemail.com>
Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
2021-03-05 01:08:38 +01:00

462 lines
14 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using System.Linq;
using Content.Shared.Damage;
using Content.Shared.Damage.DamageContainer;
using Content.Shared.Damage.ResistanceSet;
using Content.Shared.GameObjects.EntitySystems;
using Content.Shared.Interfaces.GameObjects.Components;
using Robust.Shared.GameObjects;
using Robust.Shared.IoC;
using Robust.Shared.Players;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.GameObjects.Components.Damage
{
/// <summary>
/// Component that allows attached entities to take damage.
/// This basic version never dies (thus can take an indefinite amount of damage).
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(IDamageableComponent))]
public class DamageableComponent : Component, IDamageableComponent, IRadiationAct, ISerializationHooks
{
public override string Name => "Damageable";
public override uint? NetID => ContentNetIDs.DAMAGEABLE;
// TODO define these in yaml?
public const string DefaultResistanceSet = "defaultResistances";
public const string DefaultDamageContainer = "metallicDamageContainer";
private readonly Dictionary<DamageType, int> _damageList = DamageTypeExtensions.ToNewDictionary();
private readonly HashSet<DamageType> _supportedTypes = new();
private readonly HashSet<DamageClass> _supportedClasses = new();
[DataField("flags")]
private DamageFlag _flags;
[DataField("resistances")] public string ResistanceSetId = DefaultResistanceSet;
// TODO DAMAGE Use as default values, specify overrides in a separate property through yaml for better (de)serialization
[ViewVariables] [DataField("damageContainer")] public string DamageContainerId { get; set; } = DefaultDamageContainer;
[ViewVariables] private ResistanceSet Resistances { get; set; } = new();
// TODO DAMAGE Cache this
[ViewVariables] public int TotalDamage => _damageList.Values.Sum();
[ViewVariables]
public IReadOnlyDictionary<DamageClass, int> DamageClasses =>
DamageTypeExtensions.ToClassDictionary(_damageList);
[ViewVariables] public IReadOnlyDictionary<DamageType, int> DamageTypes => _damageList;
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 bool SupportsDamageClass(DamageClass @class)
{
return _supportedClasses.Contains(@class);
}
public bool SupportsDamageType(DamageType type)
{
return _supportedTypes.Contains(type);
}
public override void Initialize()
{
base.Initialize();
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
// TODO DAMAGE Serialize damage done and resistance changes
var damagePrototype = prototypeManager.Index<DamageContainerPrototype>(DamageContainerId);
_supportedClasses.Clear();
_supportedTypes.Clear();
DamageContainerId = damagePrototype.ID;
_supportedClasses.UnionWith(damagePrototype.SupportedClasses);
_supportedTypes.UnionWith(damagePrototype.SupportedTypes);
var resistancePrototype = prototypeManager.Index<ResistanceSetPrototype>(ResistanceSetId);
Resistances = new ResistanceSet(resistancePrototype);
}
protected override void Startup()
{
base.Startup();
ForceHealthChangedEvent();
}
public override ComponentState GetComponentState(ICommonSession player)
{
return new DamageableComponentState(_damageList, _flags);
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
base.HandleComponentState(curState, nextState);
if (!(curState is DamageableComponentState state))
{
return;
}
_damageList.Clear();
foreach (var (type, damage) in state.DamageList)
{
_damageList[type] = damage;
}
_flags = state.Flags;
}
public int GetDamage(DamageType type)
{
return _damageList.GetValueOrDefault(type);
}
public bool TryGetDamage(DamageType type, out int damage)
{
return _damageList.TryGetValue(type, out damage);
}
public int GetDamage(DamageClass @class)
{
if (!SupportsDamageClass(@class))
{
return 0;
}
var damage = 0;
foreach (var type in @class.ToTypes())
{
damage += GetDamage(type);
}
return damage;
}
public bool TryGetDamage(DamageClass @class, out int damage)
{
if (!SupportsDamageClass(@class))
{
damage = 0;
return false;
}
damage = GetDamage(@class);
return true;
}
/// <summary>
/// Attempts to set the damage value for the given <see cref="DamageType"/>.
/// </summary>
/// <returns>
/// True if successful, false if this container does not support that type.
/// </returns>
public bool TrySetDamage(DamageType type, int newValue)
{
if (newValue < 0)
{
return false;
}
var damageClass = type.ToClass();
if (_supportedClasses.Contains(damageClass))
{
var old = _damageList[type] = newValue;
_damageList[type] = newValue;
var delta = newValue - old;
var datum = new DamageChangeData(type, newValue, delta);
var data = new List<DamageChangeData> {datum};
OnHealthChanged(data);
return true;
}
return false;
}
public void Heal(DamageType type)
{
SetDamage(type, 0);
}
public void Heal()
{
foreach (var type in _supportedTypes)
{
Heal(type);
}
}
public bool ChangeDamage(
DamageType type,
int amount,
bool ignoreResistances,
IEntity? source = null,
DamageChangeParams? extraParams = null)
{
if (amount > 0 && HasFlag(DamageFlag.Invulnerable))
{
return false;
}
if (!SupportsDamageType(type))
{
return false;
}
var finalDamage = amount;
if (!ignoreResistances)
{
finalDamage = Resistances.CalculateDamage(type, amount);
}
if (!_damageList.TryGetValue(type, out var current))
{
return false;
}
_damageList[type] = current + finalDamage;
if (_damageList[type] < 0)
{
_damageList[type] = 0;
finalDamage = -current;
}
current = _damageList[type];
var datum = new DamageChangeData(type, current, finalDamage);
var data = new List<DamageChangeData> {datum};
OnHealthChanged(data);
return true;
}
public bool ChangeDamage(DamageClass @class, int amount, bool ignoreResistances,
IEntity? source = null,
DamageChangeParams? extraParams = null)
{
if (amount > 0 && HasFlag(DamageFlag.Invulnerable))
{
return false;
}
if (!SupportsDamageClass(@class))
{
return false;
}
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)
{
// 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 damage = GetDamage(type);
var healAmount = Math.Min(healingLeft, damage);
healAmount = Math.Min(healAmount, healPerType);
ChangeDamage(type, -healAmount, true);
healThisCycle += healAmount;
healingLeft -= healAmount;
}
}
return true;
}
var damageLeft = amount;
while (damageLeft > 0)
{
int damagePerType;
if (damageLeft < types.Count)
{
damagePerType = 1;
}
else
{
damagePerType = damageLeft / types.Count;
}
foreach (var type in types)
{
var damageAmount = Math.Min(damagePerType, damageLeft);
ChangeDamage(type, damageAmount, true);
damageLeft -= damageAmount;
}
}
return true;
}
public bool SetDamage(DamageType type, int newValue, IEntity? source = null, DamageChangeParams? extraParams = null)
{
if (newValue >= TotalDamage && HasFlag(DamageFlag.Invulnerable))
{
return false;
}
if (newValue < 0)
{
return false;
}
if (!_damageList.ContainsKey(type))
{
return false;
}
var old = _damageList[type];
_damageList[type] = newValue;
var delta = newValue - old;
var datum = new DamageChangeData(type, 0, delta);
var data = new List<DamageChangeData> {datum};
OnHealthChanged(data);
return true;
}
public void ForceHealthChangedEvent()
{
var data = new List<DamageChangeData>();
foreach (var type in _supportedTypes)
{
var damage = GetDamage(type);
var datum = new DamageChangeData(type, damage, 0);
data.Add(datum);
}
OnHealthChanged(data);
}
private void OnHealthChanged(List<DamageChangeData> changes)
{
var args = new DamageChangedEventArgs(this, changes);
OnHealthChanged(args);
}
protected virtual void OnHealthChanged(DamageChangedEventArgs e)
{
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, e);
var message = new DamageChangedMessage(this, e.Data);
SendMessage(message);
Dirty();
}
void IRadiationAct.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);
}
}
[Serializable, NetSerializable]
public class DamageableComponentState : ComponentState
{
public readonly Dictionary<DamageType, int> DamageList;
public readonly DamageFlag Flags;
public DamageableComponentState(Dictionary<DamageType, int> damageList, DamageFlag flags) : base(ContentNetIDs.DAMAGEABLE)
{
DamageList = damageList;
Flags = flags;
}
}
}