Files
tbd-station-14/Content.Shared/Damage/Systems/SharedStaminaSystem.cs
Princess Cheeseballs 9c165cb5a0 StaminaSystem to SharedStaminaSystem (#37199)
* Init Commit

* Partial class

* Hands system slipped through
2025-05-06 12:39:05 -04:00

433 lines
15 KiB
C#

using System.Linq;
using Content.Shared.Administration.Logs;
using Content.Shared.Alert;
using Content.Shared.CCVar;
using Content.Shared.CombatMode;
using Content.Shared.Damage.Components;
using Content.Shared.Damage.Events;
using Content.Shared.Database;
using Content.Shared.Effects;
using Content.Shared.FixedPoint;
using Content.Shared.Projectiles;
using Content.Shared.Rejuvenate;
using Content.Shared.Rounding;
using Content.Shared.Stunnable;
using Content.Shared.Throwing;
using Content.Shared.Weapons.Melee.Events;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
using Robust.Shared.Configuration;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Timing;
namespace Content.Shared.Damage.Systems;
public abstract partial class SharedStaminaSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly INetManager _net = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly AlertsSystem _alerts = default!;
[Dependency] private readonly MetaDataSystem _metadata = default!;
[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
[Dependency] private readonly SharedStunSystem _stunSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
[Dependency] private readonly IConfigurationManager _config = default!;
/// <summary>
/// How much of a buffer is there between the stun duration and when stuns can be re-applied.
/// </summary>
private static readonly TimeSpan StamCritBufferTime = TimeSpan.FromSeconds(3f);
public float UniversalStaminaDamageModifier { get; private set; } = 1f;
public override void Initialize()
{
base.Initialize();
InitializeModifier();
InitializeResistance();
SubscribeLocalEvent<StaminaComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<StaminaComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<StaminaComponent, AfterAutoHandleStateEvent>(OnStamHandleState);
SubscribeLocalEvent<StaminaComponent, DisarmedEvent>(OnDisarmed);
SubscribeLocalEvent<StaminaComponent, RejuvenateEvent>(OnRejuvenate);
SubscribeLocalEvent<StaminaDamageOnEmbedComponent, EmbedEvent>(OnProjectileEmbed);
SubscribeLocalEvent<StaminaDamageOnCollideComponent, ProjectileHitEvent>(OnProjectileHit);
SubscribeLocalEvent<StaminaDamageOnCollideComponent, ThrowDoHitEvent>(OnThrowHit);
SubscribeLocalEvent<StaminaDamageOnHitComponent, MeleeHitEvent>(OnMeleeHit);
Subs.CVar(_config, CCVars.PlaytestStaminaDamageModifier, value => UniversalStaminaDamageModifier = value, true);
}
private void OnStamHandleState(EntityUid uid, StaminaComponent component, ref AfterAutoHandleStateEvent args)
{
if (component.Critical)
EnterStamCrit(uid, component);
else
{
if (component.StaminaDamage > 0f)
EnsureComp<ActiveStaminaComponent>(uid);
ExitStamCrit(uid, component);
}
}
private void OnShutdown(EntityUid uid, StaminaComponent component, ComponentShutdown args)
{
if (MetaData(uid).EntityLifeStage < EntityLifeStage.Terminating)
{
RemCompDeferred<ActiveStaminaComponent>(uid);
}
_alerts.ClearAlert(uid, component.StaminaAlert);
}
private void OnStartup(EntityUid uid, StaminaComponent component, ComponentStartup args)
{
SetStaminaAlert(uid, component);
}
[PublicAPI]
public float GetStaminaDamage(EntityUid uid, StaminaComponent? component = null)
{
if (!Resolve(uid, ref component))
return 0f;
var curTime = _timing.CurTime;
var pauseTime = _metadata.GetPauseTime(uid);
return MathF.Max(0f, component.StaminaDamage - MathF.Max(0f, (float) (curTime - (component.NextUpdate + pauseTime)).TotalSeconds * component.Decay));
}
private void OnRejuvenate(EntityUid uid, StaminaComponent component, RejuvenateEvent args)
{
if (component.StaminaDamage >= component.CritThreshold)
{
ExitStamCrit(uid, component);
}
component.StaminaDamage = 0;
AdjustSlowdown(uid);
RemComp<ActiveStaminaComponent>(uid);
SetStaminaAlert(uid, component);
Dirty(uid, component);
}
private void OnDisarmed(EntityUid uid, StaminaComponent component, ref DisarmedEvent args)
{
if (args.Handled)
return;
if (component.Critical)
return;
var damage = args.PushProbability * component.CritThreshold;
TakeStaminaDamage(uid, damage, component, source: args.Source);
args.PopupPrefix = "disarm-action-shove-";
args.IsStunned = component.Critical;
args.Handled = true;
}
private void OnMeleeHit(EntityUid uid, StaminaDamageOnHitComponent component, MeleeHitEvent args)
{
if (!args.IsHit ||
!args.HitEntities.Any() ||
component.Damage <= 0f)
{
return;
}
var ev = new StaminaDamageOnHitAttemptEvent();
RaiseLocalEvent(uid, ref ev);
if (ev.Cancelled)
return;
var stamQuery = GetEntityQuery<StaminaComponent>();
var toHit = new List<(EntityUid Entity, StaminaComponent Component)>();
// Split stamina damage between all eligible targets.
foreach (var ent in args.HitEntities)
{
if (!stamQuery.TryGetComponent(ent, out var stam))
continue;
toHit.Add((ent, stam));
}
var hitEvent = new StaminaMeleeHitEvent(toHit);
RaiseLocalEvent(uid, hitEvent);
if (hitEvent.Handled)
return;
var damage = component.Damage;
damage *= hitEvent.Multiplier;
damage += hitEvent.FlatModifier;
foreach (var (ent, comp) in toHit)
{
TakeStaminaDamage(ent, damage / toHit.Count, comp, source: args.User, with: args.Weapon, sound: component.Sound);
}
}
private void OnProjectileHit(EntityUid uid, StaminaDamageOnCollideComponent component, ref ProjectileHitEvent args)
{
OnCollide(uid, component, args.Target);
}
private void OnProjectileEmbed(EntityUid uid, StaminaDamageOnEmbedComponent component, ref EmbedEvent args)
{
if (!TryComp<StaminaComponent>(args.Embedded, out var stamina))
return;
TakeStaminaDamage(args.Embedded, component.Damage, stamina, source: uid);
}
private void OnThrowHit(EntityUid uid, StaminaDamageOnCollideComponent component, ThrowDoHitEvent args)
{
OnCollide(uid, component, args.Target);
}
private void OnCollide(EntityUid uid, StaminaDamageOnCollideComponent component, EntityUid target)
{
// you can't inflict stamina damage on things with no stamina component
// this prevents stun batons from using up charges when throwing it at lockers or lights
if (!HasComp<StaminaComponent>(target))
return;
var ev = new StaminaDamageOnHitAttemptEvent();
RaiseLocalEvent(uid, ref ev);
if (ev.Cancelled)
return;
TakeStaminaDamage(target, component.Damage, source: uid, sound: component.Sound);
}
private void SetStaminaAlert(EntityUid uid, StaminaComponent? component = null)
{
if (!Resolve(uid, ref component, false) || component.Deleted)
return;
var severity = ContentHelpers.RoundToLevels(MathF.Max(0f, component.CritThreshold - component.StaminaDamage), component.CritThreshold, 7);
_alerts.ShowAlert(uid, component.StaminaAlert, (short) severity);
}
/// <summary>
/// Tries to take stamina damage without raising the entity over the crit threshold.
/// </summary>
public bool TryTakeStamina(EntityUid uid, float value, StaminaComponent? component = null, EntityUid? source = null, EntityUid? with = null)
{
// Something that has no Stamina component automatically passes stamina checks
if (!Resolve(uid, ref component, false))
return true;
var oldStam = component.StaminaDamage;
if (oldStam + value > component.CritThreshold || component.Critical)
return false;
TakeStaminaDamage(uid, value, component, source, with, visual: false);
return true;
}
public void TakeStaminaDamage(EntityUid uid, float value, StaminaComponent? component = null,
EntityUid? source = null, EntityUid? with = null, bool visual = true, SoundSpecifier? sound = null, bool ignoreResist = false)
{
if (!Resolve(uid, ref component, false))
return;
var ev = new BeforeStaminaDamageEvent(value);
RaiseLocalEvent(uid, ref ev);
if (ev.Cancelled)
return;
// Allow stamina resistance to be applied.
if (!ignoreResist)
{
value = ev.Value;
}
value = UniversalStaminaDamageModifier * value;
// Have we already reached the point of max stamina damage?
if (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)
{
var nextUpdate = _timing.CurTime + TimeSpan.FromSeconds(component.Cooldown);
if (component.NextUpdate < nextUpdate)
component.NextUpdate = nextUpdate;
}
AdjustSlowdown(uid);
SetStaminaAlert(uid, component);
// Checking if the stamina damage has decreased to zero after exiting the stamcrit
if (component.AfterCritical && oldDamage > component.StaminaDamage && component.StaminaDamage <= 0f)
{
component.AfterCritical = false; // Since the recovery from the crit has been completed, we are no longer 'after crit'
}
if (!component.Critical)
{
if (component.StaminaDamage >= component.CritThreshold)
{
EnterStamCrit(uid, component);
}
}
else
{
if (component.StaminaDamage < component.CritThreshold)
{
ExitStamCrit(uid, component);
}
}
EnsureComp<ActiveStaminaComponent>(uid);
Dirty(uid, component);
if (value <= 0)
return;
if (source != null)
{
_adminLogger.Add(LogType.Stamina, $"{ToPrettyString(source.Value):user} caused {value} stamina damage to {ToPrettyString(uid):target}{(with != null ? $" using {ToPrettyString(with.Value):using}" : "")}");
}
else
{
_adminLogger.Add(LogType.Stamina, $"{ToPrettyString(uid):target} took {value} stamina damage");
}
if (visual)
{
_color.RaiseEffect(Color.Aqua, new List<EntityUid>() { uid }, Filter.Pvs(uid, entityManager: EntityManager));
}
if (_net.IsServer)
{
_audio.PlayPvs(sound, uid);
}
}
public override void Update(float frameTime)
{
base.Update(frameTime);
var stamQuery = GetEntityQuery<StaminaComponent>();
var query = EntityQueryEnumerator<ActiveStaminaComponent>();
var curTime = _timing.CurTime;
while (query.MoveNext(out var uid, out _))
{
// Just in case we have active but not stamina we'll check and account for it.
if (!stamQuery.TryGetComponent(uid, out var comp) ||
comp.StaminaDamage <= 0f && !comp.Critical)
{
RemComp<ActiveStaminaComponent>(uid);
continue;
}
// Shouldn't need to consider paused time as we're only iterating non-paused stamina components.
var nextUpdate = comp.NextUpdate;
if (nextUpdate > curTime)
continue;
// Handle exiting critical condition and restoring stamina damage
if (comp.Critical)
ExitStamCrit(uid, comp);
comp.NextUpdate += TimeSpan.FromSeconds(1f);
TakeStaminaDamage(
uid,
comp.AfterCritical ? -comp.Decay * comp.AfterCritDecayMultiplier : -comp.Decay, // Recover faster after crit
comp);
Dirty(uid, 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;
_stunSystem.TryParalyze(uid, component.StunTime, true);
// Give them buffer before being able to be re-stunned
component.NextUpdate = _timing.CurTime + component.StunTime + StamCritBufferTime;
EnsureComp<ActiveStaminaComponent>(uid);
Dirty(uid, component);
_adminLogger.Add(LogType.Stamina, LogImpact.Medium, $"{ToPrettyString(uid):user} entered stamina crit");
}
private void ExitStamCrit(EntityUid uid, StaminaComponent? component = null)
{
if (!Resolve(uid, ref component) ||
!component.Critical)
{
return;
}
component.Critical = false;
component.AfterCritical = true; // Set to true to indicate that stamina will be restored after exiting stamcrit
component.NextUpdate = _timing.CurTime;
SetStaminaAlert(uid, component);
Dirty(uid, component);
_adminLogger.Add(LogType.Stamina, LogImpact.Low, $"{ToPrettyString(uid):user} recovered from stamina crit");
}
/// <summary>
/// Adjusts the movement speed of an entity based on its current <see cref="StaminaComponent.StaminaDamage"/> value.
/// If the entity has a <see cref="SlowOnDamageComponent"/>, its custom damage-to-speed thresholds are used,
/// otherwise, a default set of thresholds is applied.
/// The method determines the closest applicable damage threshold below the crit limit and applies the corresponding
/// speed modifier using the stun system. If no threshold is met then the entity's speed is restored to normal.
/// </summary>
/// <param name="ent">Entity to update</param>
private void AdjustSlowdown(Entity<StaminaComponent?> ent)
{
if (!Resolve(ent, ref ent.Comp))
return;
var closest = FixedPoint2.Zero;
// Iterate through the dictionary in the similar way as in Damage.SlowOnDamageSystem.OnRefreshMovespeed
foreach (var thres in ent.Comp.StunModifierThresholds)
{
var key = thres.Key.Float();
if (ent.Comp.StaminaDamage >= key && key > closest && closest < ent.Comp.CritThreshold)
closest = thres.Key;
}
_stunSystem.UpdateStunModifiers(ent, ent.Comp.StunModifierThresholds[closest]);
}
}