479 lines
19 KiB
C#
479 lines
19 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.Alert;
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Content.Shared.Mobs.Components;
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using Robust.Shared.GameStates;
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namespace Content.Shared.Mobs.Systems;
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public sealed class MobThresholdSystem : EntitySystem
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{
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly AlertsSystem _alerts = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<MobThresholdsComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<MobThresholdsComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<MobThresholdsComponent, ComponentShutdown>(MobThresholdShutdown);
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SubscribeLocalEvent<MobThresholdsComponent, ComponentStartup>(MobThresholdStartup);
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SubscribeLocalEvent<MobThresholdsComponent, DamageChangedEvent>(OnDamaged);
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SubscribeLocalEvent<MobThresholdsComponent, UpdateMobStateEvent>(OnUpdateMobState);
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SubscribeLocalEvent<MobThresholdsComponent, MobStateChangedEvent>(OnThresholdsMobState);
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}
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private void OnGetState(EntityUid uid, MobThresholdsComponent component, ref ComponentGetState args)
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{
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var thresholds = new Dictionary<FixedPoint2, MobState>();
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foreach (var (key, value) in component.Thresholds)
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{
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thresholds.Add(key, value);
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}
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args.State = new MobThresholdsComponentState(thresholds,
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component.TriggersAlerts,
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component.CurrentThresholdState,
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component.StateAlertDict,
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component.ShowOverlays,
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component.AllowRevives);
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}
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private void OnHandleState(EntityUid uid, MobThresholdsComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not MobThresholdsComponentState state)
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return;
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component.Thresholds = new SortedDictionary<FixedPoint2, MobState>(state.UnsortedThresholds);
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component.TriggersAlerts = state.TriggersAlerts;
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component.CurrentThresholdState = state.CurrentThresholdState;
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component.AllowRevives = state.AllowRevives;
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}
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#region Public API
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/// <summary>
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/// Gets the next available state for a mob.
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/// </summary>
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/// <param name="target">Target entity</param>
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/// <param name="mobState">Supplied MobState</param>
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/// <param name="nextState">The following MobState. Can be null if there isn't one.</param>
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/// <param name="thresholdsComponent">Threshold Component Owned by the target</param>
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/// <returns>True if the next mob state exists</returns>
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public bool TryGetNextState(
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EntityUid target,
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MobState mobState,
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[NotNullWhen(true)] out MobState? nextState,
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MobThresholdsComponent? thresholdsComponent = null)
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{
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nextState = null;
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if (!Resolve(target, ref thresholdsComponent))
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return false;
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MobState? min = null;
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foreach (var state in thresholdsComponent.Thresholds.Values)
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{
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if (state <= mobState)
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continue;
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if (min == null || state < min)
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min = state;
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}
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nextState = min;
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return nextState != null;
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}
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/// <summary>
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/// Get the Damage Threshold for the appropriate state if it exists
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="mobState">MobState we want the Damage Threshold of</param>
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/// <param name="thresholdComponent">Threshold Component Owned by the target</param>
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/// <returns>the threshold or 0 if it doesn't exist</returns>
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public FixedPoint2 GetThresholdForState(EntityUid target, MobState mobState,
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MobThresholdsComponent? thresholdComponent = null)
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{
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if (!Resolve(target, ref thresholdComponent))
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return FixedPoint2.Zero;
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foreach (var pair in thresholdComponent.Thresholds)
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{
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if (pair.Value == mobState)
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{
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return pair.Key;
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}
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}
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return FixedPoint2.Zero;
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}
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/// <summary>
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/// Try to get the Damage Threshold for the appropriate state if it exists
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="mobState">MobState we want the Damage Threshold of</param>
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/// <param name="threshold">The damage Threshold for the given state</param>
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/// <param name="thresholdComponent">Threshold Component Owned by the target</param>
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/// <returns>true if successfully retrieved a threshold</returns>
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public bool TryGetThresholdForState(EntityUid target, MobState mobState,
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[NotNullWhen(true)] out FixedPoint2? threshold,
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MobThresholdsComponent? thresholdComponent = null)
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{
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threshold = null;
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if (!Resolve(target, ref thresholdComponent))
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return false;
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foreach (var pair in thresholdComponent.Thresholds)
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{
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if (pair.Value == mobState)
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{
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threshold = pair.Key;
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Try to get the a percentage of the Damage Threshold for the appropriate state if it exists
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="mobState">MobState we want the Damage Threshold of</param>
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/// <param name="damage">The Damage being applied</param>
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/// <param name="percentage">Percentage of Damage compared to the Threshold</param>
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/// <param name="thresholdComponent">Threshold Component Owned by the target</param>
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/// <returns>true if successfully retrieved a percentage</returns>
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public bool TryGetPercentageForState(EntityUid target, MobState mobState, FixedPoint2 damage,
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[NotNullWhen(true)] out FixedPoint2? percentage,
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MobThresholdsComponent? thresholdComponent = null)
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{
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percentage = null;
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if (!TryGetThresholdForState(target, mobState, out var threshold, thresholdComponent))
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return false;
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percentage = damage / threshold;
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return true;
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}
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/// <summary>
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/// Try to get the Damage Threshold for crit or death. Outputs the first found threshold.
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="threshold">The Damage Threshold for incapacitation</param>
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/// <param name="thresholdComponent">Threshold Component owned by the target</param>
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/// <returns>true if successfully retrieved incapacitation threshold</returns>
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public bool TryGetIncapThreshold(EntityUid target, [NotNullWhen(true)] out FixedPoint2? threshold,
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MobThresholdsComponent? thresholdComponent = null)
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{
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threshold = null;
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if (!Resolve(target, ref thresholdComponent))
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return false;
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return TryGetThresholdForState(target, MobState.Critical, out threshold, thresholdComponent)
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|| TryGetThresholdForState(target, MobState.Dead, out threshold, thresholdComponent);
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}
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/// <summary>
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/// Try to get a percentage of the Damage Threshold for crit or death. Outputs the first found percentage.
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="damage">The damage being applied</param>
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/// <param name="percentage">Percentage of Damage compared to the Incapacitation Threshold</param>
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/// <param name="thresholdComponent">Threshold Component Owned by the target</param>
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/// <returns>true if successfully retrieved incapacitation percentage</returns>
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public bool TryGetIncapPercentage(EntityUid target, FixedPoint2 damage,
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[NotNullWhen(true)] out FixedPoint2? percentage,
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MobThresholdsComponent? thresholdComponent = null)
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{
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percentage = null;
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if (!TryGetIncapThreshold(target, out var threshold, thresholdComponent))
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return false;
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if (damage == 0)
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{
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percentage = 0;
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return true;
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}
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percentage = FixedPoint2.Min(1.0f, damage / threshold.Value);
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return true;
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}
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/// <summary>
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/// Try to get the Damage Threshold for death
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="threshold">The Damage Threshold for death</param>
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/// <param name="thresholdComponent">Threshold Component owned by the target</param>
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/// <returns>true if successfully retrieved incapacitation threshold</returns>
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public bool TryGetDeadThreshold(EntityUid target, [NotNullWhen(true)] out FixedPoint2? threshold,
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MobThresholdsComponent? thresholdComponent = null)
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{
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threshold = null;
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if (!Resolve(target, ref thresholdComponent))
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return false;
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return TryGetThresholdForState(target, MobState.Dead, out threshold, thresholdComponent);
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}
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/// <summary>
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/// Try to get a percentage of the Damage Threshold for death
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="damage">The damage being applied</param>
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/// <param name="percentage">Percentage of Damage compared to the Death Threshold</param>
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/// <param name="thresholdComponent">Threshold Component Owned by the target</param>
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/// <returns>true if successfully retrieved death percentage</returns>
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public bool TryGetDeadPercentage(EntityUid target, FixedPoint2 damage,
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[NotNullWhen(true)] out FixedPoint2? percentage,
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MobThresholdsComponent? thresholdComponent = null)
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{
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percentage = null;
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if (!TryGetDeadThreshold(target, out var threshold, thresholdComponent))
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return false;
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if (damage == 0)
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{
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percentage = 0;
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return true;
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}
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percentage = FixedPoint2.Min(1.0f, damage / threshold.Value);
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return true;
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}
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/// <summary>
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/// Takes the damage from one entity and scales it relative to the health of another
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/// </summary>
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/// <param name="target1">The entity whose damage will be scaled</param>
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/// <param name="target2">The entity whose health the damage will scale to</param>
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/// <param name="damage">The newly scaled damage. Can be null</param>
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public bool GetScaledDamage(EntityUid target1, EntityUid target2, out DamageSpecifier? damage)
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{
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damage = null;
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if (!TryComp<DamageableComponent>(target1, out var oldDamage))
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return false;
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if (!TryComp<MobThresholdsComponent>(target1, out var threshold1) ||
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!TryComp<MobThresholdsComponent>(target2, out var threshold2))
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return false;
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if (!TryGetThresholdForState(target1, MobState.Dead, out var ent1DeadThreshold, threshold1))
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ent1DeadThreshold = 0;
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if (!TryGetThresholdForState(target2, MobState.Dead, out var ent2DeadThreshold, threshold2))
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ent2DeadThreshold = 0;
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damage = (oldDamage.Damage / ent1DeadThreshold.Value) * ent2DeadThreshold.Value;
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return true;
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}
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/// <summary>
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/// Set a MobState Threshold or create a new one if it doesn't exist
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="damage">Damageable Component owned by the target</param>
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/// <param name="mobState">MobState Component owned by the target</param>
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/// <param name="threshold">MobThreshold Component owned by the target</param>
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public void SetMobStateThreshold(EntityUid target, FixedPoint2 damage, MobState mobState,
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MobThresholdsComponent? threshold = null)
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{
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if (!Resolve(target, ref threshold))
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return;
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// create a duplicate dictionary so we don't modify while enumerating.
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var thresholds = new Dictionary<FixedPoint2, MobState>(threshold.Thresholds);
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foreach (var (damageThreshold, state) in thresholds)
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{
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if (state != mobState)
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continue;
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threshold.Thresholds.Remove(damageThreshold);
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}
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threshold.Thresholds[damage] = mobState;
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Dirty(target, threshold);
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VerifyThresholds(target, threshold);
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}
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/// <summary>
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/// Checks to see if we should change states based on thresholds.
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/// Call this if you change the amount of damagable without triggering a damageChangedEvent or if you change
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="threshold">Threshold Component owned by the Target</param>
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/// <param name="mobState">MobState Component owned by the Target</param>
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/// <param name="damageable">Damageable Component owned by the Target</param>
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public void VerifyThresholds(EntityUid target, MobThresholdsComponent? threshold = null,
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MobStateComponent? mobState = null, DamageableComponent? damageable = null)
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{
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if (!Resolve(target, ref mobState, ref threshold, ref damageable))
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return;
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CheckThresholds(target, mobState, threshold, damageable);
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var ev = new MobThresholdChecked(target, mobState, threshold, damageable);
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RaiseLocalEvent(target, ref ev, true);
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UpdateAlerts(target, mobState.CurrentState, threshold, damageable);
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}
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public void SetAllowRevives(EntityUid uid, bool val, MobThresholdsComponent? component = null)
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{
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if (!Resolve(uid, ref component, false))
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return;
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component.AllowRevives = val;
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Dirty(uid, component);
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VerifyThresholds(uid, component);
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}
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#endregion
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#region Private Implementation
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private void CheckThresholds(EntityUid target, MobStateComponent mobStateComponent,
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MobThresholdsComponent thresholdsComponent, DamageableComponent damageableComponent, EntityUid? origin = null)
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{
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foreach (var (threshold, mobState) in thresholdsComponent.Thresholds.Reverse())
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{
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if (damageableComponent.TotalDamage < threshold)
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continue;
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TriggerThreshold(target, mobState, mobStateComponent, thresholdsComponent, origin);
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break;
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}
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}
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private void TriggerThreshold(
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EntityUid target,
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MobState newState,
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MobStateComponent? mobState = null,
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MobThresholdsComponent? thresholds = null,
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EntityUid? origin = null)
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{
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if (!Resolve(target, ref mobState, ref thresholds) ||
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mobState.CurrentState == newState)
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{
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return;
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}
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if (mobState.CurrentState != MobState.Dead || thresholds.AllowRevives)
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{
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thresholds.CurrentThresholdState = newState;
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Dirty(target, thresholds);
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}
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_mobStateSystem.UpdateMobState(target, mobState, origin);
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}
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private void UpdateAlerts(EntityUid target, MobState currentMobState, MobThresholdsComponent? threshold = null,
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DamageableComponent? damageable = null)
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{
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if (!Resolve(target, ref threshold, ref damageable))
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return;
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// don't handle alerts if they are managed by another system... BobbySim (soon TM)
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if (!threshold.TriggersAlerts)
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return;
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if (!threshold.StateAlertDict.TryGetValue(currentMobState, out var currentAlert))
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{
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Log.Error($"No alert alert for mob state {currentMobState} for entity {ToPrettyString(target)}");
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return;
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}
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if (!_alerts.TryGet(currentAlert, out var alertPrototype))
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{
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Log.Error($"Invalid alert type {currentAlert}");
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return;
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}
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if (alertPrototype.SupportsSeverity)
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{
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var severity = _alerts.GetMinSeverity(currentAlert);
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if (TryGetNextState(target, currentMobState, out var nextState, threshold) &&
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TryGetPercentageForState(target, nextState.Value, damageable.TotalDamage, out var percentage))
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{
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percentage = FixedPoint2.Clamp(percentage.Value, 0, 1);
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severity = (short) MathF.Round(
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MathHelper.Lerp(
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_alerts.GetMinSeverity(currentAlert),
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_alerts.GetMaxSeverity(currentAlert),
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percentage.Value.Float()));
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}
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_alerts.ShowAlert(target, currentAlert, severity);
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}
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else
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{
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_alerts.ShowAlert(target, currentAlert);
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}
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}
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private void OnDamaged(EntityUid target, MobThresholdsComponent thresholds, DamageChangedEvent args)
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{
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if (!TryComp<MobStateComponent>(target, out var mobState))
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return;
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CheckThresholds(target, mobState, thresholds, args.Damageable, args.Origin);
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var ev = new MobThresholdChecked(target, mobState, thresholds, args.Damageable);
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RaiseLocalEvent(target, ref ev, true);
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UpdateAlerts(target, mobState.CurrentState, thresholds, args.Damageable);
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}
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private void MobThresholdStartup(EntityUid target, MobThresholdsComponent thresholds, ComponentStartup args)
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{
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if (!TryComp<MobStateComponent>(target, out var mobState) || !TryComp<DamageableComponent>(target, out var damageable))
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return;
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CheckThresholds(target, mobState, thresholds, damageable);
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UpdateAllEffects((target, thresholds, mobState, damageable), mobState.CurrentState);
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}
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private void MobThresholdShutdown(EntityUid target, MobThresholdsComponent component, ComponentShutdown args)
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{
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if (component.TriggersAlerts)
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_alerts.ClearAlertCategory(target, component.HealthAlertCategory);
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}
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private void OnUpdateMobState(EntityUid target, MobThresholdsComponent component, ref UpdateMobStateEvent args)
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{
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if (!component.AllowRevives && component.CurrentThresholdState == MobState.Dead)
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{
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args.State = MobState.Dead;
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}
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else if (component.CurrentThresholdState != MobState.Invalid)
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{
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args.State = component.CurrentThresholdState;
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}
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}
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private void UpdateAllEffects(Entity<MobThresholdsComponent, MobStateComponent?, DamageableComponent?> ent, MobState currentState)
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{
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var (_, thresholds, mobState, damageable) = ent;
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if (Resolve(ent, ref thresholds, ref mobState, ref damageable))
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{
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var ev = new MobThresholdChecked(ent, mobState, thresholds, damageable);
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RaiseLocalEvent(ent, ref ev, true);
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}
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UpdateAlerts(ent, currentState, thresholds, damageable);
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}
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private void OnThresholdsMobState(Entity<MobThresholdsComponent> ent, ref MobStateChangedEvent args)
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{
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UpdateAllEffects((ent, ent, null, null), args.NewMobState);
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}
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#endregion
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}
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/// <summary>
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/// Event that triggers when an entity with a mob threshold is checked
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/// </summary>
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/// <param name="Target">Target entity</param>
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/// <param name="Threshold">Threshold Component owned by the Target</param>
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/// <param name="MobState">MobState Component owned by the Target</param>
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/// <param name="Damageable">Damageable Component owned by the Target</param>
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[ByRefEvent]
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public readonly record struct MobThresholdChecked(EntityUid Target, MobStateComponent MobState,
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MobThresholdsComponent Threshold, DamageableComponent Damageable);
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