* 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>
45 lines
1.7 KiB
C#
45 lines
1.7 KiB
C#
using Content.Shared.Damage;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Whitelist;
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using Content.Shared.Xenoarchaeology.Artifact.XAE.Components;
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using Robust.Shared.Random;
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using Robust.Shared.Timing;
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namespace Content.Shared.Xenoarchaeology.Artifact.XAE;
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/// <summary>
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/// System for xeno artifact effect that damages entities from whitelist in area.
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/// </summary>
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public sealed class XAEDamageInAreaSystem : BaseXAESystem<XAEDamageInAreaComponent>
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{
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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly EntityLookupSystem _lookup = default!;
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[Dependency] private readonly DamageableSystem _damageable = default!;
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[Dependency] private readonly EntityWhitelistSystem _whitelistSystem = default!;
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[Dependency] private readonly IGameTiming _timing = default!;
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/// <summary> Pre-allocated and re-used collection.</summary>
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private readonly HashSet<EntityUid> _entitiesInRange = new();
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/// <inheritdoc />
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protected override void OnActivated(Entity<XAEDamageInAreaComponent> ent, ref XenoArtifactNodeActivatedEvent args)
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{
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if (!_timing.IsFirstTimePredicted)
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return;
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var damageInAreaComponent = ent.Comp;
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_entitiesInRange.Clear();
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_lookup.GetEntitiesInRange(ent.Owner, damageInAreaComponent.Radius, _entitiesInRange);
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foreach (var entityInRange in _entitiesInRange)
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{
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if (!_random.Prob(damageInAreaComponent.DamageChance))
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continue;
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if (_whitelistSystem.IsWhitelistFail(damageInAreaComponent.Whitelist, entityInRange))
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continue;
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_damageable.TryChangeDamage(entityInRange, damageInAreaComponent.Damage, damageInAreaComponent.IgnoreResistances);
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}
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}
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}
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