Refactors mobstate and moves mob health thresholds to their own component Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
206 lines
7.3 KiB
C#
206 lines
7.3 KiB
C#
using System.Threading;
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using Content.Server.Administration.Logs;
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using Content.Server.Body.Systems;
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using Content.Server.DoAfter;
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using Content.Server.Medical.Components;
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using Content.Server.Stack;
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using Content.Shared.Audio;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.Interaction;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Mobs;
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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.Stacks;
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using Robust.Shared.Random;
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namespace Content.Server.Medical;
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public sealed class HealingSystem : EntitySystem
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{
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly IAdminLogManager _adminLogger = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!;
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[Dependency] private readonly DoAfterSystem _doAfter = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly StackSystem _stacks = default!;
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[Dependency] private readonly SharedInteractionSystem _interactionSystem = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly MobThresholdSystem _mobThresholdSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<HealingComponent, UseInHandEvent>(OnHealingUse);
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SubscribeLocalEvent<HealingComponent, AfterInteractEvent>(OnHealingAfterInteract);
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SubscribeLocalEvent<HealingCancelledEvent>(OnHealingCancelled);
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SubscribeLocalEvent<DamageableComponent, HealingCompleteEvent>(OnHealingComplete);
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}
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private void OnHealingComplete(EntityUid uid, DamageableComponent component, HealingCompleteEvent args)
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{
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if (_mobStateSystem.IsDead(uid))
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return;
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if (TryComp<StackComponent>(args.Component.Owner, out var stack) && stack.Count < 1)
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return;
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if (component.DamageContainerID is not null &&
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!component.DamageContainerID.Equals(component.DamageContainerID))
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return;
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if (args.Component.BloodlossModifier != 0)
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{
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// Heal some bloodloss damage.
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_bloodstreamSystem.TryModifyBleedAmount(uid, args.Component.BloodlossModifier);
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}
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var healed = _damageable.TryChangeDamage(uid, args.Component.Damage, true, origin: args.User);
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// Reverify that we can heal the damage.
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if (healed == null)
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return;
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_stacks.Use(args.Component.Owner, 1, stack);
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if (uid != args.User)
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_adminLogger.Add(LogType.Healed, $"{EntityManager.ToPrettyString(args.User):user} healed {EntityManager.ToPrettyString(uid):target} for {healed.Total:damage} damage");
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else
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_adminLogger.Add(LogType.Healed, $"{EntityManager.ToPrettyString(args.User):user} healed themselves for {healed.Total:damage} damage");
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if (args.Component.HealingEndSound != null)
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{
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_audio.PlayPvs(args.Component.HealingEndSound, uid,
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AudioHelpers.WithVariation(0.125f, _random).WithVolume(-5f));
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}
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}
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private static void OnHealingCancelled(HealingCancelledEvent ev)
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{
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ev.Component.CancelToken = null;
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}
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private void OnHealingUse(EntityUid uid, HealingComponent component, UseInHandEvent args)
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{
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if (args.Handled)
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return;
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if (TryHeal(uid, args.User, args.User, component))
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args.Handled = true;
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}
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private void OnHealingAfterInteract(EntityUid uid, HealingComponent component, AfterInteractEvent args)
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{
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if (args.Handled || !args.CanReach || args.Target == null)
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return;
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if (TryHeal(uid, args.User, args.Target.Value, component))
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args.Handled = true;
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}
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private bool TryHeal(EntityUid uid, EntityUid user, EntityUid target, HealingComponent component)
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{
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if (component.CancelToken != null)
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{
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return false;
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}
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if (_mobStateSystem.IsDead(target))
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return false;
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if (!TryComp<DamageableComponent>(target, out var targetDamage))
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return false;
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if (targetDamage.TotalDamage == 0)
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return false;
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if (component.DamageContainerID is not null && !component.DamageContainerID.Equals(targetDamage.DamageContainerID))
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return false;
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if (user != target &&
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!_interactionSystem.InRangeUnobstructed(user, target, popup: true))
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{
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return false;
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}
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if (TryComp<StackComponent>(component.Owner, out var stack) && stack.Count < 1)
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return false;
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component.CancelToken = new CancellationTokenSource();
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if (component.HealingBeginSound != null)
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{
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_audio.PlayPvs(component.HealingBeginSound, uid,
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AudioHelpers.WithVariation(0.125f, _random).WithVolume(-5f));
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}
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var delay = user != target
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? component.Delay
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: component.Delay * GetScaledHealingPenalty(user, component);
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_doAfter.DoAfter(new DoAfterEventArgs(user, delay, component.CancelToken.Token, target)
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{
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BreakOnUserMove = true,
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BreakOnTargetMove = true,
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// Didn't break on damage as they may be trying to prevent it and
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// not being able to heal your own ticking damage would be frustrating.
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BreakOnStun = true,
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NeedHand = true,
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TargetFinishedEvent = new HealingCompleteEvent
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{
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User = user,
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Component = component,
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},
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BroadcastCancelledEvent = new HealingCancelledEvent
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{
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Component = component,
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},
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// Juusstt in case damageble gets removed it avoids having to re-cancel the token. Won't need this when DoAfterEvent<T> gets added.
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PostCheck = () =>
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{
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component.CancelToken = null;
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return true;
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},
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});
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return true;
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}
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/// <summary>
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/// Scales the self-heal penalty based on the amount of damage taken
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/// </summary>
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/// <param name="uid"></param>
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/// <param name="component"></param>
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/// <returns></returns>
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public float GetScaledHealingPenalty(EntityUid uid, HealingComponent component)
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{
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var output = component.Delay;
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if (!TryComp<MobThresholdsComponent>(uid, out var mobThreshold) || !TryComp<DamageableComponent>(uid, out var damageable))
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return output;
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if (!_mobThresholdSystem.TryGetThresholdForState(uid, MobState.Critical, out var amount,
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mobThreshold))
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{
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return 1;
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}
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var percentDamage = (float) (damageable.TotalDamage / amount);
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//basically make it scale from 1 to the multiplier.
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var modifier = percentDamage * (component.SelfHealPenaltyMultiplier - 1) + 1;
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return Math.Max(modifier, 1);
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}
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private sealed class HealingCompleteEvent : EntityEventArgs
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{
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public EntityUid User;
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public HealingComponent Component = default!;
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}
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private sealed class HealingCancelledEvent : EntityEventArgs
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{
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public HealingComponent Component = default!;
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}
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}
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