Files
tbd-station-14/Content.Shared/EntityEffects/SharedEntityEffectsSystem.cs
2025-10-23 10:33:30 +00:00

169 lines
6.3 KiB
C#

using Content.Shared.Administration.Logs;
using Content.Shared.Chemistry;
using Content.Shared.Chemistry.Reaction;
using Content.Shared.EntityConditions;
using Content.Shared.Random.Helpers;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Shared.EntityEffects;
/// <summary>
/// This handles entity effects.
/// Specifically it handles the receiving of events for causing entity effects, and provides
/// public API for other systems to take advantage of entity effects.
/// </summary>
public sealed partial class SharedEntityEffectsSystem : EntitySystem, IEntityEffectRaiser
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLog = default!;
[Dependency] private readonly SharedEntityConditionsSystem _condition = default!;
public override void Initialize()
{
SubscribeLocalEvent<ReactiveComponent, ReactionEntityEvent>(OnReactive);
}
private void OnReactive(Entity<ReactiveComponent> entity, ref ReactionEntityEvent args)
{
if (args.Reagent.ReactiveEffects == null || entity.Comp.ReactiveGroups == null)
return;
var scale = args.ReagentQuantity.Quantity.Float();
foreach (var (key, val) in args.Reagent.ReactiveEffects)
{
if (!val.Methods.Contains(args.Method))
continue;
if (!entity.Comp.ReactiveGroups.TryGetValue(key, out var group))
continue;
if (!group.Contains(args.Method))
continue;
ApplyEffects(entity, val.Effects, scale);
}
if (entity.Comp.Reactions == null)
return;
foreach (var entry in entity.Comp.Reactions)
{
if (!entry.Methods.Contains(args.Method))
continue;
if (entry.Reagents == null || entry.Reagents.Contains(args.Reagent.ID))
ApplyEffects(entity, entry.Effects, scale);
}
}
/// <summary>
/// Applies a list of entity effects to a target entity.
/// </summary>
/// <param name="target">Entity being targeted by the effects</param>
/// <param name="effects">Effects we're applying to the entity</param>
/// <param name="scale">Optional scale multiplier for the effects</param>
/// <param name="user">The entity causing the effect.</param>
public void ApplyEffects(EntityUid target, EntityEffect[] effects, float scale = 1f, EntityUid? user = null)
{
// do all effects, if conditions apply
foreach (var effect in effects)
{
TryApplyEffect(target, effect, scale, user);
}
}
/// <summary>
/// Applies an entity effect to a target if all conditions pass.
/// </summary>
/// <param name="target">Target we're applying an effect to</param>
/// <param name="effect">Effect we're applying</param>
/// <param name="scale">Optional scale multiplier for the effect.</param>
/// <param name="user">The entity causing the effect.</param>
/// <returns>True if all conditions pass!</returns>
public bool TryApplyEffect(EntityUid target, EntityEffect effect, float scale = 1f, EntityUid? user = null)
{
if (scale < effect.MinScale)
return false;
// TODO: Replace with proper random prediciton when it exists.
if (effect.Probability <= 1f)
{
var seed = SharedRandomExtensions.HashCodeCombine((int)_timing.CurTick.Value, GetNetEntity(target).Id, 0);
var rand = new System.Random(seed);
if (!rand.Prob(effect.Probability))
return false;
}
// See if conditions apply
if (!_condition.TryConditions(target, effect.Conditions))
return false;
ApplyEffect(target, effect, scale, user);
return true;
}
/// <summary>
/// Applies an <see cref="EntityEffect"/> to a given target.
/// This doesn't check conditions so you should only call this if you know what you're doing!
/// </summary>
/// <param name="target">Target we're applying an effect to</param>
/// <param name="effect">Effect we're applying</param>
/// <param name="scale">Optional scale multiplier for the effect.</param>
/// <param name="user">The entity causing the effect.</param>
public void ApplyEffect(EntityUid target, EntityEffect effect, float scale = 1f, EntityUid? user = null)
{
// Clamp the scale if the effect doesn't allow scaling.
if (!effect.Scaling)
scale = Math.Min(scale, 1f);
if (effect.Impact is { } level)
{
_adminLog.Add(
effect.LogType,
level,
$"Entity effect {effect.GetType().Name:effect}"
+ $" applied on entity {target:entity}"
+ $" at {Transform(target).Coordinates:coordinates}"
+ $" with a scale multiplier of {scale}"
);
}
effect.RaiseEvent(target, this, scale, user);
}
/// <summary>
/// Raises an effect to an entity. You should not be calling this unless you know what you're doing.
/// </summary>
public void RaiseEffectEvent<T>(EntityUid target, T effect, float scale, EntityUid? user) where T : EntityEffectBase<T>
{
var effectEv = new EntityEffectEvent<T>(effect, scale, user);
RaiseLocalEvent(target, ref effectEv);
}
}
/// <summary>
/// This is a basic abstract entity effect containing all the data an entity effect needs to affect entities with effects...
/// </summary>
/// <typeparam name="T">The Component that is required for the effect</typeparam>
/// <typeparam name="TEffect">The Entity Effect itself</typeparam>
public abstract partial class EntityEffectSystem<T, TEffect> : EntitySystem where T : Component where TEffect : EntityEffectBase<TEffect>
{
/// <inheritdoc/>
public override void Initialize()
{
SubscribeLocalEvent<T, EntityEffectEvent<TEffect>>(Effect);
}
protected abstract void Effect(Entity<T> entity, ref EntityEffectEvent<TEffect> args);
}
/// <summary>
/// Used to raise an EntityEffect without losing the type of effect.
/// </summary>
public interface IEntityEffectRaiser
{
void RaiseEffectEvent<T>(EntityUid target, T effect, float scale, EntityUid? user) where T : EntityEffectBase<T>;
}