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

99 lines
4.1 KiB
C#

using System.Linq;
using Content.Shared.Chemistry;
using Content.Shared.Damage.Components;
using Content.Shared.Explosion.EntitySystems;
using Content.Shared.Mobs.Systems;
using Robust.Shared.Configuration;
using Robust.Shared.GameStates;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Shared.Damage.Systems;
public sealed partial class DamageableSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly INetManager _netMan = default!;
[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
[Dependency] private readonly IConfigurationManager _config = default!;
[Dependency] private readonly SharedChemistryGuideDataSystem _chemistryGuideData = default!;
[Dependency] private readonly SharedExplosionSystem _explosion = default!;
private EntityQuery<AppearanceComponent> _appearanceQuery;
private EntityQuery<DamageableComponent> _damageableQuery;
public float UniversalAllDamageModifier { get; private set; } = 1f;
public float UniversalAllHealModifier { get; private set; } = 1f;
public float UniversalMeleeDamageModifier { get; private set; } = 1f;
public float UniversalProjectileDamageModifier { get; private set; } = 1f;
public float UniversalHitscanDamageModifier { get; private set; } = 1f;
public float UniversalReagentDamageModifier { get; private set; } = 1f;
public float UniversalReagentHealModifier { get; private set; } = 1f;
public float UniversalExplosionDamageModifier { get; private set; } = 1f;
public float UniversalThrownDamageModifier { get; private set; } = 1f;
public float UniversalTopicalsHealModifier { get; private set; } = 1f;
public float UniversalMobDamageModifier { get; private set; } = 1f;
/// <summary>
/// If the damage in a DamageableComponent was changed this function should be called.
/// </summary>
/// <remarks>
/// This updates cached damage information, flags the component as dirty, and raises a damage changed event.
/// The damage changed event is used by other systems, such as damage thresholds.
/// </remarks>
private void OnEntityDamageChanged(
Entity<DamageableComponent> ent,
DamageSpecifier? damageDelta = null,
bool interruptsDoAfters = true,
EntityUid? origin = null,
bool forceRefresh = false // Offbrand
)
{
ent.Comp.Damage.GetDamagePerGroup(_prototypeManager, ent.Comp.DamagePerGroup);
ent.Comp.TotalDamage = ent.Comp.Damage.GetTotal();
Dirty(ent);
if (damageDelta != null && _appearanceQuery.TryGetComponent(ent, out var appearance))
{
_appearance.SetData(
ent,
DamageVisualizerKeys.DamageUpdateGroups,
new DamageVisualizerGroupData(ent.Comp.DamagePerGroup.Keys.ToList()),
appearance
);
}
// TODO DAMAGE
// byref struct event.
RaiseLocalEvent(ent, new DamageChangedEvent(ent.Comp, damageDelta, interruptsDoAfters, origin, forceRefresh)); // Offbrand
}
private void DamageableGetState(Entity<DamageableComponent> ent, ref ComponentGetState args)
{
if (_netMan.IsServer)
{
args.State = new DamageableComponentState(
ent.Comp.Damage.DamageDict,
ent.Comp.DamageContainerID,
ent.Comp.DamageModifierSetId,
ent.Comp.HealthBarThreshold
);
// TODO BODY SYSTEM pass damage onto body system
// BOBBY WHEN? 😭
// BOBBY SOON 🫡
return;
}
// avoid mispredicting damage on newly spawned entities.
args.State = new DamageableComponentState(
ent.Comp.Damage.DamageDict.ShallowClone(),
ent.Comp.DamageContainerID,
ent.Comp.DamageModifierSetId,
ent.Comp.HealthBarThreshold
);
}
}