* ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
244 lines
9.1 KiB
C#
244 lines
9.1 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Content.Shared.Damage.Prototypes;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameStates;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Prototypes;
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namespace Content.Shared.Damage
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{
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public class DamageableSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<DamageableComponent, ComponentInit>(DamageableInit);
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SubscribeLocalEvent<DamageableComponent, ComponentHandleState>(DamageableHandleState);
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SubscribeLocalEvent<DamageableComponent, ComponentGetState>(DamageableGetState);
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}
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/// <summary>
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/// Initialize a damageable component
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/// </summary>
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private void DamageableInit(EntityUid uid, DamageableComponent component, ComponentInit _)
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{
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if (component.DamageContainerID != null &&
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_prototypeManager.TryIndex<DamageContainerPrototype>(component.DamageContainerID,
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out var damageContainerPrototype))
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{
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// Initialize damage dictionary, using the types and groups from the damage
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// container prototype
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foreach (var type in damageContainerPrototype.SupportedTypes)
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{
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component.Damage.DamageDict.TryAdd(type, 0);
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}
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foreach (var groupID in damageContainerPrototype.SupportedGroups)
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{
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var group = _prototypeManager.Index<DamageGroupPrototype>(groupID);
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foreach (var type in group.DamageTypes)
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{
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component.Damage.DamageDict.TryAdd(type, 0);
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}
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}
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}
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else
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{
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// No DamageContainerPrototype was given. So we will allow the container to support all damage types
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foreach (var type in _prototypeManager.EnumeratePrototypes<DamageTypePrototype>())
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{
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component.Damage.DamageDict.TryAdd(type.ID, 0);
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}
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}
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component.DamagePerGroup = component.Damage.GetDamagePerGroup();
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component.TotalDamage = component.Damage.Total;
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}
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/// <summary>
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/// Directly sets the damage specifier of a damageable component.
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/// </summary>
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/// <remarks>
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/// Useful for some unfriendly folk. Also ensures that cached values are updated and that a damage changed
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/// event is raised.
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/// </remarks>
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public void SetDamage(DamageableComponent damageable, DamageSpecifier damage)
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{
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damageable.Damage = damage;
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DamageChanged(damageable);
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}
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/// <summary>
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/// If the damage in a DamageableComponent was changed, this function should be called.
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/// </summary>
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/// <remarks>
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/// This updates cached damage information, flags the component as dirty, and raises a damage changed event.
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/// The damage changed event is used by other systems, such as damage thresholds.
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/// </remarks>
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public void DamageChanged(DamageableComponent component, DamageSpecifier? damageDelta = null)
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{
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component.DamagePerGroup = component.Damage.GetDamagePerGroup();
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component.TotalDamage = component.Damage.Total;
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component.Dirty();
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RaiseLocalEvent(component.Owner.Uid, new DamageChangedEvent(component, damageDelta), false);
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}
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/// <summary>
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/// Applies damage specified via a <see cref="DamageSpecifier"/>.
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/// </summary>
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/// <remarks>
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/// <see cref="DamageSpecifier"/> is effectively just a dictionary of damage types and damage values. This
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/// function just applies the container's resistances (unless otherwise specified) and then changes the
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/// stored damage data. Division of group damage into types is managed by <see cref="DamageSpecifier"/>.
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/// </remarks>
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/// <returns>
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/// Returns a <see cref="DamageSpecifier"/> with information about the actual damage changes. This will be
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/// null if the user had no applicable components that can take damage.
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/// </returns>
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public DamageSpecifier? TryChangeDamage(EntityUid uid, DamageSpecifier damage, bool ignoreResistances = false)
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{
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if (!ComponentManager.TryGetComponent<DamageableComponent>(uid, out var damageable))
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{
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// TODO BODY SYSTEM pass damage onto body system
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return null;
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}
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if (damage == null)
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{
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Logger.Error("Null DamageSpecifier. Probably because a required yaml field was not given.");
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return null;
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}
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if (damage.Empty)
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{
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return damage;
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}
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// Apply resistances
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if (!ignoreResistances && damageable.ResistanceSetID != null)
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{
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if (_prototypeManager.TryIndex<ResistanceSetPrototype>(damageable.ResistanceSetID, out var resistanceSet))
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{
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damage = DamageSpecifier.ApplyResistanceSet(damage, resistanceSet);
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}
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if (damage.Empty)
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{
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return damage;
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}
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}
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// Copy the current damage, for calculating the difference
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DamageSpecifier oldDamage = new(damageable.Damage);
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damageable.Damage.ExclusiveAdd(damage);
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damageable.Damage.ClampMin(0);
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var delta = damageable.Damage - oldDamage;
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delta.TrimZeros();
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if (!delta.Empty)
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{
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DamageChanged(damageable, delta);
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}
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return delta;
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}
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/// <summary>
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/// Sets all damage types supported by a <see cref="DamageableComponent"/> to the specified value.
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/// </summary>
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/// <remakrs>
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/// Does nothing If the given damage value is negative.
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/// </remakrs>
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public void SetAllDamage(DamageableComponent component, int newValue)
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{
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if (newValue < 0)
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{
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// invalid value
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return;
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}
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foreach (var type in component.Damage.DamageDict.Keys)
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{
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component.Damage.DamageDict[type] = newValue;
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}
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// Setting damage does not count as 'dealing' damage, even if it is set to a larger value, so we pass an
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// empty damage delta.
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DamageChanged(component, new DamageSpecifier());
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}
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private void DamageableGetState(EntityUid uid, DamageableComponent component, ref ComponentGetState args)
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{
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args.State = new DamageableComponentState(component.Damage.DamageDict, component.ResistanceSetID);
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}
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private void DamageableHandleState(EntityUid uid, DamageableComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not DamageableComponentState state)
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{
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return;
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}
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component.ResistanceSetID = state.ResistanceSetID;
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// Has the damage actually changed?
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DamageSpecifier newDamage = new() { DamageDict = state.DamageDict };
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var delta = component.Damage - newDamage;
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delta.TrimZeros();
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if (!delta.Empty)
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{
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component.Damage = newDamage;
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DamageChanged(component, delta);
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}
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}
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}
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public class DamageChangedEvent : EntityEventArgs
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{
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/// <summary>
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/// This is the component whose damage was changed.
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/// </summary>
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/// <remarks>
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/// Given that nearly every component that cares about a change in the damage, needs to know the
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/// current damage values, directly passing this information prevents a lot of duplicate
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/// Owner.TryGetComponent() calls.
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/// </remarks>
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public readonly DamageableComponent Damageable;
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/// <summary>
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/// The amount by which the damage has changed. If the damage was set directly to some number, this will be
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/// null.
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/// </summary>
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public readonly DamageSpecifier? DamageDelta;
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/// <summary>
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/// Was any of the damage change dealing damage, or was it all healing?
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/// </summary>
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public readonly bool DamageIncreased = false;
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public DamageChangedEvent(DamageableComponent damageable, DamageSpecifier? damageDelta)
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{
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Damageable = damageable;
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DamageDelta = damageDelta;
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if (DamageDelta == null)
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return;
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foreach (var damageChange in DamageDelta.DamageDict.Values)
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{
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if (damageChange > 0)
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{
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DamageIncreased = true;
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break;
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}
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}
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}
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}
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}
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