* 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 --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
98 lines
4.1 KiB
C#
98 lines
4.1 KiB
C#
using Content.Shared.Administration.Logs;
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using Content.Shared.Damage.Components;
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using Content.Shared.Database;
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using Content.Shared.Hands.Components;
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using Content.Shared.Hands.EntitySystems;
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using Content.Shared.Inventory;
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using Content.Shared.Popups;
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using Content.Shared.Weapons.Melee.Events;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Network;
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using Robust.Shared.Timing;
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namespace Content.Shared.Damage.Systems;
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public sealed class DamageOnAttackedSystem : EntitySystem
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{
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly DamageableSystem _damageableSystem = default!;
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[Dependency] private readonly SharedAudioSystem _audioSystem = default!;
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[Dependency] private readonly SharedPopupSystem _popupSystem = default!;
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[Dependency] private readonly InventorySystem _inventorySystem = default!;
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[Dependency] private readonly SharedHandsSystem _handsSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DamageOnAttackedComponent, AttackedEvent>(OnAttacked);
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}
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/// <summary>
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/// Damages the user that attacks the entity and potentially
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/// plays a sound or pops up text in response
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/// </summary>
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/// <param name="entity">The entity being hit</param>
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/// <param name="args">Contains the user that hit the entity</param>
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private void OnAttacked(Entity<DamageOnAttackedComponent> entity, ref AttackedEvent args)
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{
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if (!entity.Comp.IsDamageActive)
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return;
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var totalDamage = entity.Comp.Damage;
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if (!entity.Comp.IgnoreResistances)
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{
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// try to get the damage on attacked protection component from something the entity has in their inventory
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_inventorySystem.TryGetInventoryEntity<DamageOnAttackedProtectionComponent>(args.User, out var protectiveEntity);
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// if comp is null that means the user didn't have anything equipped that protected them
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// let's check their hands to see if the thing they attacked with gives them protection, like the GORILLA gauntlet
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if (protectiveEntity.Comp == null && TryComp<HandsComponent>(args.User, out var handsComp))
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{
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if (_handsSystem.TryGetActiveItem((args.User, handsComp), out var itemInHand) &&
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TryComp<DamageOnAttackedProtectionComponent>(itemInHand, out var itemProtectComp)
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&& itemProtectComp.Slots == SlotFlags.NONE)
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{
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protectiveEntity = (itemInHand.Value, itemProtectComp);
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}
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}
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// if comp is null, that means both the inventory and hands had nothing to protect them
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// let's check if the entity itself has the protective comp, like with borgs
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if (protectiveEntity.Comp == null &&
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TryComp<DamageOnAttackedProtectionComponent>(args.User, out var protectiveComp))
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{
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protectiveEntity = (args.User, protectiveComp);
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}
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// if comp is NOT NULL that means they have damage protection!
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if (protectiveEntity.Comp != null)
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{
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totalDamage = DamageSpecifier.ApplyModifierSet(totalDamage, protectiveEntity.Comp.DamageProtection);
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}
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}
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totalDamage = _damageableSystem.ChangeDamage(args.User, totalDamage, entity.Comp.IgnoreResistances, origin: entity);
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if (totalDamage.AnyPositive())
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{
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_adminLogger.Add(LogType.Damaged, $"{ToPrettyString(args.User):user} injured themselves by attacking {ToPrettyString(entity):target} and received {totalDamage.GetTotal():damage} damage");
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_audioSystem.PlayPredicted(entity.Comp.InteractSound, entity, args.User);
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if (entity.Comp.PopupText != null)
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_popupSystem.PopupClient(Loc.GetString(entity.Comp.PopupText), args.User, args.User);
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}
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}
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public void SetIsDamageActiveTo(Entity<DamageOnAttackedComponent> entity, bool mode)
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{
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if (entity.Comp.IsDamageActive == mode)
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return;
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entity.Comp.IsDamageActive = mode;
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Dirty(entity);
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}
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}
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