Files
tbd-station-14/Content.Shared/Damage/Components/DamageableComponent.cs
Hannah Giovanna Dawson cdbe92d37d Update DamageableSystem to modern standards (#39417)
* 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

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Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
2025-10-27 19:53:04 +00:00

107 lines
4.3 KiB
C#

using Content.Shared.Damage.Prototypes;
using Content.Shared.Damage.Systems;
using Content.Shared.FixedPoint;
using Content.Shared.Mobs;
using Content.Shared.StatusIcon;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
namespace Content.Shared.Damage.Components;
/// <summary>
/// Component that allows entities to take damage.
/// </summary>
/// <remarks>
/// The supported damage types are specified using a <see cref="DamageContainerPrototype"/>s. DamageContainers
/// may also have resistances to certain damage types, defined via a <see cref="DamageModifierSetPrototype"/>.
/// </remarks>
[RegisterComponent]
[NetworkedComponent]
[Access(typeof(DamageableSystem), Other = AccessPermissions.ReadExecute)]
public sealed partial class DamageableComponent : Component
{
/// <summary>
/// This <see cref="DamageContainerPrototype"/> specifies what damage types are supported by this component.
/// If null, all damage types will be supported.
/// </summary>
[DataField("damageContainer")]
// ReSharper disable once InconsistentNaming - This is wrong but fixing it is potentially annoying for downstreams.
public ProtoId<DamageContainerPrototype>? DamageContainerID;
/// <summary>
/// This <see cref="DamageModifierSetPrototype"/> will be applied to any damage that is dealt to this container,
/// unless the damage explicitly ignores resistances.
/// </summary>
/// <remarks>
/// Though DamageModifierSets can be deserialized directly, we only want to use the prototype version here
/// to reduce duplication.
/// </remarks>
[DataField("damageModifierSet")]
public ProtoId<DamageModifierSetPrototype>? DamageModifierSetId;
/// <summary>
/// All the damage information is stored in this <see cref="DamageSpecifier"/>.
/// </summary>
/// <remarks>
/// If this data-field is specified, this allows damageable components to be initialized with non-zero damage.
/// </remarks>
[DataField(readOnly: true)] //TODO FULL GAME SAVE
public DamageSpecifier Damage = new();
/// <summary>
/// Damage, indexed by <see cref="DamageGroupPrototype"/> ID keys.
/// </summary>
/// <remarks>
/// Groups which have no members that are supported by this component will not be present in this
/// dictionary.
/// </remarks>
[ViewVariables] public Dictionary<string, FixedPoint2> DamagePerGroup = new();
/// <summary>
/// The sum of all damages in the DamageableComponent.
/// </summary>
[ViewVariables]
public FixedPoint2 TotalDamage;
[DataField("radiationDamageTypes")]
// ReSharper disable once UseCollectionExpression - Cannot refactor this as it's a potential sandbox violation.
public List<ProtoId<DamageTypePrototype>> RadiationDamageTypeIDs = new() { "Radiation" };
/// <summary>
/// Group types that affect the pain overlay.
/// </summary>
/// TODO: Add support for adding damage types specifically rather than whole damage groups
[DataField]
// ReSharper disable once UseCollectionExpression - Cannot refactor this as it's a potential sandbox volation.
public List<ProtoId<DamageGroupPrototype>> PainDamageGroups = new() { "Brute", "Burn" };
[DataField]
public Dictionary<MobState, ProtoId<HealthIconPrototype>> HealthIcons = new()
{
{ MobState.Alive, "HealthIconFine" },
{ MobState.Critical, "HealthIconCritical" },
{ MobState.Dead, "HealthIconDead" },
};
[DataField]
public ProtoId<HealthIconPrototype> RottingIcon = "HealthIconRotting";
[DataField]
public FixedPoint2? HealthBarThreshold;
}
[Serializable, NetSerializable]
public sealed class DamageableComponentState(
Dictionary<string, FixedPoint2> damageDict,
ProtoId<DamageContainerPrototype>? damageContainerId,
ProtoId<DamageModifierSetPrototype>? modifierSetId,
FixedPoint2? healthBarThreshold)
: ComponentState
{
public readonly Dictionary<string, FixedPoint2> DamageDict = damageDict;
public readonly ProtoId<DamageContainerPrototype>? DamageContainerId = damageContainerId;
public readonly ProtoId<DamageModifierSetPrototype>? ModifierSetId = modifierSetId;
public readonly FixedPoint2? HealthBarThreshold = healthBarThreshold;
}