Files
tbd-station-14/Content.Shared/Damage/Systems/DamageableSystem.Events.cs
Janet Blackquill d1d939a898 rebase
2025-11-21 00:32:28 -05:00

298 lines
9.8 KiB
C#

using Content.Shared.CCVar;
using Content.Shared.Damage.Components;
using Content.Shared.Damage.Prototypes;
using Content.Shared.FixedPoint;
using Content.Shared.Inventory;
using Content.Shared.Radiation.Events;
using Content.Shared.Rejuvenate;
using Robust.Shared.GameStates;
namespace Content.Shared.Damage.Systems;
public sealed partial class DamageableSystem
{
public override void Initialize()
{
SubscribeLocalEvent<DamageableComponent, ComponentInit>(DamageableInit);
SubscribeLocalEvent<DamageableComponent, ComponentHandleState>(DamageableHandleState);
SubscribeLocalEvent<DamageableComponent, ComponentGetState>(DamageableGetState);
SubscribeLocalEvent<DamageableComponent, OnIrradiatedEvent>(OnIrradiated);
SubscribeLocalEvent<DamageableComponent, RejuvenateEvent>(OnRejuvenate);
_appearanceQuery = GetEntityQuery<AppearanceComponent>();
_damageableQuery = GetEntityQuery<DamageableComponent>();
// Damage modifier CVars are updated and stored here to be queried in other systems.
// Note that certain modifiers requires reloading the guidebook.
Subs.CVar(
_config,
CCVars.PlaytestAllDamageModifier,
value =>
{
UniversalAllDamageModifier = value;
_chemistryGuideData.ReloadAllReagentPrototypes();
_explosion.ReloadMap();
},
true
);
Subs.CVar(
_config,
CCVars.PlaytestAllHealModifier,
value =>
{
UniversalAllHealModifier = value;
_chemistryGuideData.ReloadAllReagentPrototypes();
},
true
);
Subs.CVar(
_config,
CCVars.PlaytestProjectileDamageModifier,
value => UniversalProjectileDamageModifier = value,
true
);
Subs.CVar(
_config,
CCVars.PlaytestMeleeDamageModifier,
value => UniversalMeleeDamageModifier = value,
true
);
Subs.CVar(
_config,
CCVars.PlaytestProjectileDamageModifier,
value => UniversalProjectileDamageModifier = value,
true
);
Subs.CVar(
_config,
CCVars.PlaytestHitscanDamageModifier,
value => UniversalHitscanDamageModifier = value,
true
);
Subs.CVar(
_config,
CCVars.PlaytestReagentDamageModifier,
value =>
{
UniversalReagentDamageModifier = value;
_chemistryGuideData.ReloadAllReagentPrototypes();
},
true
);
Subs.CVar(
_config,
CCVars.PlaytestReagentHealModifier,
value =>
{
UniversalReagentHealModifier = value;
_chemistryGuideData.ReloadAllReagentPrototypes();
},
true
);
Subs.CVar(
_config,
CCVars.PlaytestExplosionDamageModifier,
value =>
{
UniversalExplosionDamageModifier = value;
_explosion.ReloadMap();
},
true
);
Subs.CVar(
_config,
CCVars.PlaytestThrownDamageModifier,
value => UniversalThrownDamageModifier = value,
true
);
Subs.CVar(
_config,
CCVars.PlaytestTopicalsHealModifier,
value => UniversalTopicalsHealModifier = value,
true
);
Subs.CVar(
_config,
CCVars.PlaytestMobDamageModifier,
value => UniversalMobDamageModifier = value,
true
);
}
/// <summary>
/// Initialize a damageable component
/// </summary>
private void DamageableInit(Entity<DamageableComponent> ent, ref ComponentInit _)
{
if (
ent.Comp.DamageContainerID is null ||
!_prototypeManager.Resolve(ent.Comp.DamageContainerID, out var damageContainerPrototype)
)
{
// No DamageContainerPrototype was given. So we will allow the container to support all damage types
foreach (var type in _prototypeManager.EnumeratePrototypes<DamageTypePrototype>())
{
ent.Comp.Damage.DamageDict.TryAdd(type.ID, FixedPoint2.Zero);
}
}
else
{
// Initialize damage dictionary, using the types and groups from the damage
// container prototype
foreach (var type in damageContainerPrototype.SupportedTypes)
{
ent.Comp.Damage.DamageDict.TryAdd(type, FixedPoint2.Zero);
}
foreach (var groupId in damageContainerPrototype.SupportedGroups)
{
var group = _prototypeManager.Index(groupId);
foreach (var type in group.DamageTypes)
{
ent.Comp.Damage.DamageDict.TryAdd(type, FixedPoint2.Zero);
}
}
}
ent.Comp.Damage.GetDamagePerGroup(_prototypeManager, ent.Comp.DamagePerGroup);
ent.Comp.TotalDamage = ent.Comp.Damage.GetTotal();
}
private void OnIrradiated(Entity<DamageableComponent> ent, ref OnIrradiatedEvent args)
{
var damageValue = FixedPoint2.New(args.TotalRads);
// Radiation should really just be a damage group instead of a list of types.
DamageSpecifier damage = new();
foreach (var typeId in ent.Comp.RadiationDamageTypeIDs)
{
damage.DamageDict.Add(typeId, damageValue);
}
ChangeDamage(ent.Owner, damage, interruptsDoAfters: false, origin: args.Origin);
}
private void OnRejuvenate(Entity<DamageableComponent> ent, ref RejuvenateEvent args)
{
// Do this so that the state changes when we set the damage
_mobThreshold.SetAllowRevives(ent, true);
ClearAllDamage(ent.AsNullable());
_mobThreshold.SetAllowRevives(ent, false);
}
private void DamageableHandleState(Entity<DamageableComponent> ent, ref ComponentHandleState args)
{
if (args.Current is not DamageableComponentState state)
return;
ent.Comp.DamageContainerID = state.DamageContainerId;
ent.Comp.DamageModifierSetId = state.ModifierSetId;
ent.Comp.HealthBarThreshold = state.HealthBarThreshold;
// Has the damage actually changed?
DamageSpecifier newDamage = new() { DamageDict = new Dictionary<string, FixedPoint2>(state.DamageDict) };
var delta = newDamage - ent.Comp.Damage;
delta.TrimZeros();
if (delta.Empty)
return;
ent.Comp.Damage = newDamage;
OnEntityDamageChanged(ent, delta);
}
}
/// <summary>
/// Raised before damage is done, so stuff can cancel it if necessary.
/// </summary>
[ByRefEvent]
public record struct BeforeDamageChangedEvent(DamageSpecifier Damage, EntityUid? Origin = null, bool Cancelled = false);
/// <summary>
/// Raised on an entity when damage is about to be dealt,
/// in case anything else needs to modify it other than the base
/// damageable component.
///
/// For example, armor.
/// </summary>
public sealed class DamageModifyEvent(DamageSpecifier damage, EntityUid? origin = null)
: EntityEventArgs, IInventoryRelayEvent
{
// Whenever locational damage is a thing, this should just check only that bit of armour.
public SlotFlags TargetSlots => ~SlotFlags.POCKET;
public readonly DamageSpecifier OriginalDamage = damage;
public DamageSpecifier Damage = damage;
}
public sealed class DamageChangedEvent : EntityEventArgs
{
/// <summary>
/// This is the component whose damage was changed.
/// </summary>
/// <remarks>
/// Given that nearly every component that cares about a change in the damage, needs to know the
/// current damage values, directly passing this information prevents a lot of duplicate
/// Owner.TryGetComponent() calls.
/// </remarks>
public readonly DamageableComponent Damageable;
/// <summary>
/// The amount by which the damage has changed. If the damage was set directly to some number, this will be
/// null.
/// </summary>
public readonly DamageSpecifier? DamageDelta;
/// <summary>
/// Was any of the damage change dealing damage, or was it all healing?
/// </summary>
public readonly bool DamageIncreased;
/// <summary>
/// Does this event interrupt DoAfters?
/// Note: As provided in the constructor, this *does not* account for DamageIncreased.
/// As written into the event, this *does* account for DamageIncreased.
/// </summary>
public readonly bool InterruptsDoAfters;
/// <summary>
/// Contains the entity which caused the change in damage, if any was responsible.
/// </summary>
public readonly EntityUid? Origin;
/// <summary>
/// Offbrand - If this damage changed happened as part of a forced refresh
/// </summary>
public readonly bool ForcedRefresh;
public DamageChangedEvent(
DamageableComponent damageable,
DamageSpecifier? damageDelta,
bool interruptsDoAfters,
EntityUid? origin,
bool forcedRefresh // Offbrand
)
{
Damageable = damageable;
DamageDelta = damageDelta;
Origin = origin;
ForcedRefresh = forcedRefresh; // Offbrand
if (DamageDelta is null)
return;
foreach (var damageChange in DamageDelta.DamageDict.Values)
{
if (damageChange <= 0)
continue;
DamageIncreased = true;
break;
}
InterruptsDoAfters = interruptsDoAfters && DamageIncreased;
}
}