Files
tbd-station-14/Content.Server/Damage/Systems/ExaminableDamageSystem.cs
Hannah Giovanna Dawson cdbe92d37d Update DamageableSystem to modern standards (#39417)
* Update DamageableSystem to modern standards

* DamageContainerId -> DamageContainerID with lint flag

* Replace strings with protoids

* Make CVar subscription declarations all consistently whitespaced

* ChangeDamage -> TryChangeDamage, cope with C# jank

* Revert event signature changes

* Restore a comment

* Re-add two queries

* Init the queries

* Use appearanceQuery in DamageChanged

* Use damageableQuery in TryChangeDamage

* Use damageableQuery in SetDamageModifierSetId

* Final cleanup, fix sandboxing

* Rectify ExplosionSystem:::ProcessEntity's call to TryChangeDamage

* Re-organize DamageableSystem

* first big fuck you breaking change.

* THATS A LOT OF DAMAGE!!!

* Fix test fails

* test fixes 2

* push it

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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2025-10-27 19:53:04 +00:00

51 lines
1.7 KiB
C#

using Content.Server.Damage.Components;
using Content.Server.Destructible;
using Content.Shared.Damage.Components;
using Content.Shared.Examine;
using Content.Shared.Rounding;
using Robust.Shared.Prototypes;
namespace Content.Server.Damage.Systems;
public sealed class ExaminableDamageSystem : EntitySystem
{
[Dependency] private readonly DestructibleSystem _destructible = default!;
[Dependency] private readonly IPrototypeManager _prototype = default!;
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<ExaminableDamageComponent, ExaminedEvent>(OnExamine);
}
private void OnExamine(Entity<ExaminableDamageComponent> ent, ref ExaminedEvent args)
{
if (!_prototype.Resolve(ent.Comp.Messages, out var proto) || proto.Values.Count == 0)
return;
var percent = GetDamagePercent(ent);
var level = ContentHelpers.RoundToNearestLevels(percent, 1, proto.Values.Count - 1);
var msg = Loc.GetString(proto.Values[level]);
args.PushMarkup(msg, -99);
}
/// <summary>
/// Returns a value between 0 and 1 representing how damaged the entity is,
/// where 0 is undamaged and 1 is fully damaged.
/// </summary>
/// <returns>How damaged the entity is from 0 to 1</returns>
private float GetDamagePercent(Entity<ExaminableDamageComponent> ent)
{
if (!TryComp<DamageableComponent>(ent, out var damageable))
return 0;
var damage = damageable.TotalDamage;
var damageThreshold = _destructible.DestroyedAt(ent);
if (damageThreshold == 0)
return 0;
return (damage / damageThreshold).Float();
}
}