* alert cleanup and API * I expect update loops to be at the top. * Address review * Address review x 2 * Merg my PR * Fix * Update Content.Shared/Alert/AlertsSystem.cs webedit Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com> * FIX THAT TEST FAIL!!!! * Me when I forget to actually give you alerts * Hammedborgar --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: Perry Fraser <perryprog@users.noreply.github.com>
458 lines
16 KiB
C#
458 lines
16 KiB
C#
using System.Linq;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Alert;
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using Content.Shared.CCVar;
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using Content.Shared.CombatMode;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage.Events;
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using Content.Shared.Database;
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using Content.Shared.Effects;
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using Content.Shared.FixedPoint;
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using Content.Shared.Movement.Components;
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using Content.Shared.Movement.Systems;
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using Content.Shared.Projectiles;
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using Content.Shared.Rejuvenate;
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using Content.Shared.Rounding;
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using Content.Shared.StatusEffectNew;
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using Content.Shared.Stunnable;
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using Content.Shared.Throwing;
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using Content.Shared.Weapons.Melee.Events;
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using JetBrains.Annotations;
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using Robust.Shared.Audio;
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using Robust.Shared.Audio.Systems;
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using Robust.Shared.Configuration;
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using Robust.Shared.Network;
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using Robust.Shared.Player;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Timing;
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namespace Content.Shared.Damage.Systems;
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public abstract partial class SharedStaminaSystem : EntitySystem
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{
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public static readonly EntProtoId StaminaLow = "StatusEffectStaminaLow";
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[Dependency] private readonly IConfigurationManager _config = default!;
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[Dependency] protected readonly IGameTiming Timing = default!;
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[Dependency] private readonly INetManager _net = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly AlertsSystem _alerts = default!;
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[Dependency] private readonly MetaDataSystem _metadata = default!;
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[Dependency] private readonly MovementModStatusSystem _movementMod = default!;
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[Dependency] private readonly SharedAudioSystem _audio = default!;
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[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
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[Dependency] private readonly StatusEffectsSystem _status = default!;
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[Dependency] protected readonly SharedStunSystem StunSystem = default!;
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/// <summary>
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/// How much of a buffer is there between the stun duration and when stuns can be re-applied.
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/// </summary>
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protected static readonly TimeSpan StamCritBufferTime = TimeSpan.FromSeconds(3f);
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public float UniversalStaminaDamageModifier { get; private set; } = 1f;
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public override void Initialize()
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{
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base.Initialize();
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InitializeModifier();
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InitializeResistance();
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SubscribeLocalEvent<StaminaComponent, ComponentStartup>(OnStartup);
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SubscribeLocalEvent<StaminaComponent, ComponentShutdown>(OnShutdown);
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SubscribeLocalEvent<StaminaComponent, AfterAutoHandleStateEvent>(OnStamHandleState);
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SubscribeLocalEvent<StaminaComponent, DisarmedEvent>(OnDisarmed);
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SubscribeLocalEvent<StaminaComponent, RejuvenateEvent>(OnRejuvenate);
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SubscribeLocalEvent<StaminaDamageOnEmbedComponent, EmbedEvent>(OnProjectileEmbed);
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SubscribeLocalEvent<StaminaDamageOnCollideComponent, ProjectileHitEvent>(OnProjectileHit);
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SubscribeLocalEvent<StaminaDamageOnCollideComponent, ThrowDoHitEvent>(OnThrowHit);
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SubscribeLocalEvent<StaminaDamageOnHitComponent, MeleeHitEvent>(OnMeleeHit);
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Subs.CVar(_config, CCVars.PlaytestStaminaDamageModifier, value => UniversalStaminaDamageModifier = value, true);
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}
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protected virtual void OnStamHandleState(Entity<StaminaComponent> entity, ref AfterAutoHandleStateEvent args)
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{
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if (entity.Comp.Critical)
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EnterStamCrit(entity);
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else
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{
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if (entity.Comp.StaminaDamage > 0f)
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EnsureComp<ActiveStaminaComponent>(entity);
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ExitStamCrit(entity);
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}
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}
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protected virtual void OnShutdown(Entity<StaminaComponent> entity, ref ComponentShutdown args)
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{
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if (MetaData(entity).EntityLifeStage < EntityLifeStage.Terminating)
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{
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RemCompDeferred<ActiveStaminaComponent>(entity);
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}
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_alerts.ClearAlert(entity.Owner, entity.Comp.StaminaAlert);
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}
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private void OnStartup(Entity<StaminaComponent> entity, ref ComponentStartup args)
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{
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UpdateStaminaVisuals(entity);
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}
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[PublicAPI]
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public float GetStaminaDamage(EntityUid uid, StaminaComponent? component = null)
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{
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if (!Resolve(uid, ref component))
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return 0f;
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var curTime = Timing.CurTime;
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var pauseTime = _metadata.GetPauseTime(uid);
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return MathF.Max(0f, component.StaminaDamage - MathF.Max(0f, (float) (curTime - (component.NextUpdate + pauseTime)).TotalSeconds * component.Decay));
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}
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private void OnRejuvenate(Entity<StaminaComponent> entity, ref RejuvenateEvent args)
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{
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if (entity.Comp.StaminaDamage >= entity.Comp.CritThreshold)
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{
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ExitStamCrit(entity, entity.Comp);
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}
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entity.Comp.StaminaDamage = 0;
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AdjustStatus(entity.Owner);
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RemComp<ActiveStaminaComponent>(entity);
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_status.TryRemoveStatusEffect(entity, StaminaLow);
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UpdateStaminaVisuals(entity);
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Dirty(entity);
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}
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private void OnDisarmed(EntityUid uid, StaminaComponent component, ref DisarmedEvent args)
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{
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if (args.Handled)
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return;
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if (component.Critical)
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return;
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var damage = args.PushProbability * component.CritThreshold;
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TakeStaminaDamage(uid, damage, component, source: args.Source);
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args.PopupPrefix = "disarm-action-shove-";
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args.IsStunned = component.Critical;
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args.Handled = true;
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}
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private void OnMeleeHit(EntityUid uid, StaminaDamageOnHitComponent component, MeleeHitEvent args)
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{
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if (!args.IsHit ||
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!args.HitEntities.Any() ||
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component.Damage <= 0f)
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{
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return;
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}
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var ev = new StaminaDamageOnHitAttemptEvent();
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RaiseLocalEvent(uid, ref ev);
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if (ev.Cancelled)
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return;
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var stamQuery = GetEntityQuery<StaminaComponent>();
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var toHit = new List<(EntityUid Entity, StaminaComponent Component)>();
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// Split stamina damage between all eligible targets.
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foreach (var ent in args.HitEntities)
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{
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if (!stamQuery.TryGetComponent(ent, out var stam))
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continue;
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toHit.Add((ent, stam));
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}
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var hitEvent = new StaminaMeleeHitEvent(toHit);
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RaiseLocalEvent(uid, hitEvent);
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if (hitEvent.Handled)
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return;
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var damage = component.Damage;
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damage *= hitEvent.Multiplier;
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damage += hitEvent.FlatModifier;
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foreach (var (ent, comp) in toHit)
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{
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TakeStaminaDamage(ent, damage / toHit.Count, comp, source: args.User, with: args.Weapon, sound: component.Sound);
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}
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}
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private void OnProjectileHit(EntityUid uid, StaminaDamageOnCollideComponent component, ref ProjectileHitEvent args)
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{
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OnCollide(uid, component, args.Target);
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}
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private void OnProjectileEmbed(EntityUid uid, StaminaDamageOnEmbedComponent component, ref EmbedEvent args)
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{
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if (!TryComp<StaminaComponent>(args.Embedded, out var stamina))
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return;
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TakeStaminaDamage(args.Embedded, component.Damage, stamina, source: uid);
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}
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private void OnThrowHit(EntityUid uid, StaminaDamageOnCollideComponent component, ThrowDoHitEvent args)
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{
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OnCollide(uid, component, args.Target);
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}
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private void OnCollide(EntityUid uid, StaminaDamageOnCollideComponent component, EntityUid target)
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{
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// you can't inflict stamina damage on things with no stamina component
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// this prevents stun batons from using up charges when throwing it at lockers or lights
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if (!HasComp<StaminaComponent>(target))
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return;
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var ev = new StaminaDamageOnHitAttemptEvent();
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RaiseLocalEvent(uid, ref ev);
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if (ev.Cancelled)
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return;
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TakeStaminaDamage(target, component.Damage, source: uid, sound: component.Sound);
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}
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private void UpdateStaminaVisuals(Entity<StaminaComponent> entity)
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{
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SetStaminaAlert(entity, entity.Comp);
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SetStaminaAnimation(entity);
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}
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// Here so server can properly tell all clients in PVS range to start the animation
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protected virtual void SetStaminaAnimation(Entity<StaminaComponent> entity){}
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private void SetStaminaAlert(EntityUid uid, StaminaComponent? component = null)
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{
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if (!Resolve(uid, ref component, false) || component.Deleted)
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return;
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var severity = ContentHelpers.RoundToLevels(MathF.Max(0f, component.CritThreshold - component.StaminaDamage), component.CritThreshold, 7);
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_alerts.ShowAlert(uid, component.StaminaAlert, (short) severity);
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}
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/// <summary>
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/// Tries to take stamina damage without raising the entity over the crit threshold.
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/// </summary>
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public bool TryTakeStamina(EntityUid uid, float value, StaminaComponent? component = null, EntityUid? source = null, EntityUid? with = null, bool visual = false)
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{
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// Something that has no Stamina component automatically passes stamina checks
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if (!Resolve(uid, ref component, false))
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return true;
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var oldStam = component.StaminaDamage;
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if (oldStam + value >= component.CritThreshold || component.Critical)
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return false;
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TakeStaminaDamage(uid, value, component, source, with, visual: visual);
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return true;
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}
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public void TakeStaminaDamage(EntityUid uid, float value, StaminaComponent? component = null,
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EntityUid? source = null, EntityUid? with = null, bool visual = true, SoundSpecifier? sound = null, bool ignoreResist = false)
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{
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if (!Resolve(uid, ref component, false))
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return;
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var ev = new BeforeStaminaDamageEvent(value);
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RaiseLocalEvent(uid, ref ev);
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if (ev.Cancelled)
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return;
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// Allow stamina resistance to be applied.
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if (!ignoreResist)
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{
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value = ev.Value;
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}
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value = UniversalStaminaDamageModifier * value;
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// Have we already reached the point of max stamina damage?
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if (component.Critical)
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return;
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var oldDamage = component.StaminaDamage;
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component.StaminaDamage = MathF.Max(0f, component.StaminaDamage + value);
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// Reset the decay cooldown upon taking damage.
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if (oldDamage < component.StaminaDamage)
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{
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var nextUpdate = Timing.CurTime + TimeSpan.FromSeconds(component.Cooldown);
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if (component.NextUpdate < nextUpdate)
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component.NextUpdate = nextUpdate;
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}
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AdjustStatus(uid);
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UpdateStaminaVisuals((uid, component));
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// Checking if the stamina damage has decreased to zero after exiting the stamcrit
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if (component.AfterCritical && oldDamage > component.StaminaDamage && component.StaminaDamage <= 0f)
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{
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component.AfterCritical = false; // Since the recovery from the crit has been completed, we are no longer 'after crit'
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_status.TryRemoveStatusEffect(uid, StaminaLow);
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}
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if (!component.Critical)
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{
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if (component.StaminaDamage >= component.CritThreshold)
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{
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EnterStamCrit(uid, component);
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}
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}
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else
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{
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if (component.StaminaDamage < component.CritThreshold)
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{
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ExitStamCrit(uid, component);
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}
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}
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EnsureComp<ActiveStaminaComponent>(uid);
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Dirty(uid, component);
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if (value <= 0)
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return;
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if (source != null)
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{
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_adminLogger.Add(LogType.Stamina, $"{ToPrettyString(source.Value):user} caused {value} stamina damage to {ToPrettyString(uid):target}{(with != null ? $" using {ToPrettyString(with.Value):using}" : "")}");
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}
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else
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{
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_adminLogger.Add(LogType.Stamina, $"{ToPrettyString(uid):target} took {value} stamina damage");
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}
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if (visual)
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{
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_color.RaiseEffect(Color.Aqua, new List<EntityUid>() { uid }, Filter.Pvs(uid, entityManager: EntityManager));
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}
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if (_net.IsServer)
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{
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_audio.PlayPvs(sound, uid);
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}
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var stamQuery = GetEntityQuery<StaminaComponent>();
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var query = EntityQueryEnumerator<ActiveStaminaComponent>();
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var curTime = Timing.CurTime;
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while (query.MoveNext(out var uid, out _))
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{
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// Just in case we have active but not stamina we'll check and account for it.
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if (!stamQuery.TryGetComponent(uid, out var comp) ||
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comp.StaminaDamage <= 0f && !comp.Critical)
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{
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RemComp<ActiveStaminaComponent>(uid);
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continue;
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}
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// Shouldn't need to consider paused time as we're only iterating non-paused stamina components.
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var nextUpdate = comp.NextUpdate;
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if (nextUpdate > curTime)
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continue;
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// Handle exiting critical condition and restoring stamina damage
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if (comp.Critical)
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ExitStamCrit(uid, comp);
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comp.NextUpdate += TimeSpan.FromSeconds(1f);
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TakeStaminaDamage(
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uid,
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comp.AfterCritical ? -comp.Decay * comp.AfterCritDecayMultiplier : -comp.Decay, // Recover faster after crit
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comp);
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Dirty(uid, comp);
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}
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}
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private void EnterStamCrit(EntityUid uid, StaminaComponent? component = null)
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{
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if (!Resolve(uid, ref component) ||
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component.Critical)
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{
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return;
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}
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component.Critical = true;
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component.StaminaDamage = component.CritThreshold;
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if (StunSystem.TryUpdateParalyzeDuration(uid, component.StunTime))
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StunSystem.TrySeeingStars(uid);
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// Give them buffer before being able to be re-stunned
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component.NextUpdate = Timing.CurTime + component.StunTime + StamCritBufferTime;
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EnsureComp<ActiveStaminaComponent>(uid);
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Dirty(uid, component);
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_adminLogger.Add(LogType.Stamina, LogImpact.Medium, $"{ToPrettyString(uid):user} entered stamina crit");
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}
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private void ExitStamCrit(EntityUid uid, StaminaComponent? component = null)
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{
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if (!Resolve(uid, ref component) ||
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!component.Critical)
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{
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return;
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}
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component.Critical = false;
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component.AfterCritical = true; // Set to true to indicate that stamina will be restored after exiting stamcrit
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component.NextUpdate = Timing.CurTime;
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UpdateStaminaVisuals((uid, component));
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Dirty(uid, component);
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_adminLogger.Add(LogType.Stamina, LogImpact.Low, $"{ToPrettyString(uid):user} recovered from stamina crit");
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}
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/// <summary>
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/// Adjusts the modifiers of the <see cref="StaminaLow"/> status effect entity and applies relevant statuses.
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/// System iterates through the <see cref="StaminaComponent.StunModifierThresholds"/> to find correct movement modifer.
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/// This modifier is saved to the Stamina Low Status Effect entity's <see cref="MovementModStatusEffectComponent"/>.
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/// </summary>
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/// <param name="ent">Entity to update</param>
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private void AdjustStatus(Entity<StaminaComponent?> ent)
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{
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if (!Resolve(ent, ref ent.Comp))
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return;
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if (!_status.TrySetStatusEffectDuration(ent, StaminaLow, out var status))
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return;
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var closest = FixedPoint2.Zero;
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// Iterate through the dictionary in the similar way as in Damage.SlowOnDamageSystem.OnRefreshMovespeed
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foreach (var thres in ent.Comp.StunModifierThresholds)
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{
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var key = thres.Key.Float();
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if (ent.Comp.StaminaDamage >= key && key > closest && closest < ent.Comp.CritThreshold)
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closest = thres.Key;
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}
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_movementMod.TryUpdateMovementStatus(ent.Owner, status.Value, ent.Comp.StunModifierThresholds[closest]);
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}
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[Serializable, NetSerializable]
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public sealed class StaminaAnimationEvent(NetEntity entity) : EntityEventArgs
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{
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public NetEntity Entity = entity;
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}
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}
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