Files
tbd-station-14/Content.Shared/Damage/Components/DamageableComponent.cs
2021-08-24 01:06:32 -06:00

418 lines
13 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Content.Shared.Acts;
using Content.Shared.Damage.Container;
using Content.Shared.Damage.Resistances;
using Content.Shared.Radiation;
using Robust.Shared.GameObjects;
using Robust.Shared.GameStates;
using Robust.Shared.IoC;
using Robust.Shared.Players;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization;
using Robust.Shared.Serialization.Manager.Attributes;
using Robust.Shared.ViewVariables;
namespace Content.Shared.Damage.Components
{
/// <summary>
/// Component that allows attached entities to take damage.
/// This basic version never dies (thus can take an indefinite amount of damage).
/// </summary>
[RegisterComponent]
[ComponentReference(typeof(IDamageableComponent))]
[NetworkedComponent()]
public class DamageableComponent : Component, IDamageableComponent, IRadiationAct, ISerializationHooks
{
public override string Name => "Damageable";
// TODO define these in yaml?
public const string DefaultResistanceSet = "defaultResistances";
public const string DefaultDamageContainer = "metallicDamageContainer";
private readonly Dictionary<DamageType, int> _damageList = DamageTypeExtensions.ToNewDictionary();
[DataField("resistances")] public string ResistanceSetId = DefaultResistanceSet;
// TODO DAMAGE Use as default values, specify overrides in a separate property through yaml for better (de)serialization
[ViewVariables] [DataField("damageContainer")] public string DamageContainerId { get; set; } = DefaultDamageContainer;
[ViewVariables] public ResistanceSet Resistances { get; set; } = new();
// TODO DAMAGE Cache this
[ViewVariables] public int TotalDamage => _damageList.Values.Sum();
[ViewVariables] public IReadOnlyDictionary<DamageClass, int> DamageClasses => _damageList.ToClassDictionary();
[ViewVariables] public IReadOnlyDictionary<DamageType, int> DamageTypes => _damageList;
[ViewVariables] public HashSet<DamageType> SupportedTypes { get; } = new();
[ViewVariables] public HashSet<DamageClass> SupportedClasses { get; } = new();
public bool SupportsDamageClass(DamageClass @class)
{
return SupportedClasses.Contains(@class);
}
public bool SupportsDamageType(DamageType type)
{
return SupportedTypes.Contains(type);
}
protected override void Initialize()
{
base.Initialize();
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
// TODO DAMAGE Serialize damage done and resistance changes
var damagePrototype = prototypeManager.Index<DamageContainerPrototype>(DamageContainerId);
SupportedClasses.Clear();
SupportedTypes.Clear();
DamageContainerId = damagePrototype.ID;
SupportedClasses.UnionWith(damagePrototype.SupportedClasses);
SupportedTypes.UnionWith(damagePrototype.SupportedTypes);
var resistancePrototype = prototypeManager.Index<ResistanceSetPrototype>(ResistanceSetId);
Resistances = new ResistanceSet(resistancePrototype);
}
protected override void Startup()
{
base.Startup();
ForceHealthChangedEvent();
}
public override ComponentState GetComponentState(ICommonSession player)
{
return new DamageableComponentState(_damageList);
}
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
{
base.HandleComponentState(curState, nextState);
if (!(curState is DamageableComponentState state))
{
return;
}
_damageList.Clear();
foreach (var (type, damage) in state.DamageList)
{
_damageList[type] = damage;
}
}
public int GetDamage(DamageType type)
{
return _damageList.GetValueOrDefault(type);
}
public bool TryGetDamage(DamageType type, out int damage)
{
return _damageList.TryGetValue(type, out damage);
}
public int GetDamage(DamageClass @class)
{
if (!SupportsDamageClass(@class))
{
return 0;
}
var damage = 0;
foreach (var type in @class.ToTypes())
{
damage += GetDamage(type);
}
return damage;
}
public bool TryGetDamage(DamageClass @class, out int damage)
{
if (!SupportsDamageClass(@class))
{
damage = 0;
return false;
}
damage = GetDamage(@class);
return true;
}
/// <summary>
/// Attempts to set the damage value for the given <see cref="DamageType"/>.
/// </summary>
/// <returns>
/// True if successful, false if this container does not support that type.
/// </returns>
public bool TrySetDamage(DamageType type, int newValue)
{
if (newValue < 0)
{
return false;
}
var damageClass = type.ToClass();
if (SupportedClasses.Contains(damageClass))
{
var old = _damageList[type] = newValue;
_damageList[type] = newValue;
var delta = newValue - old;
var datum = new DamageChangeData(type, newValue, delta);
var data = new List<DamageChangeData> {datum};
OnHealthChanged(data);
return true;
}
return false;
}
public void Heal(DamageType type)
{
SetDamage(type, 0);
}
public void Heal()
{
foreach (var type in SupportedTypes)
{
Heal(type);
}
}
public bool ChangeDamage(
DamageType type,
int amount,
bool ignoreResistances,
IEntity? source = null,
DamageChangeParams? extraParams = null)
{
if (!SupportsDamageType(type))
{
return false;
}
var finalDamage = amount;
if (!ignoreResistances)
{
finalDamage = Resistances.CalculateDamage(type, amount);
}
if (finalDamage == 0)
return false;
if (!_damageList.TryGetValue(type, out var current))
{
return false;
}
if (current + finalDamage < 0)
{
if (current == 0)
return false;
_damageList[type] = 0;
finalDamage = -current;
}
else
{
_damageList[type] = current + finalDamage;
}
current = _damageList[type];
var datum = new DamageChangeData(type, current, finalDamage);
var data = new List<DamageChangeData> {datum};
OnHealthChanged(data);
return true;
}
public bool ChangeDamage(DamageClass @class, int amount, bool ignoreResistances,
IEntity? source = null,
DamageChangeParams? extraParams = null)
{
if (!SupportsDamageClass(@class))
{
return false;
}
var types = @class.ToTypes();
if (amount < 0)
{
// Changing multiple types is a bit more complicated. Might be a better way (formula?) to do this,
// but essentially just loops between each damage category until all healing is used up.
var healingLeft = -amount;
var healThisCycle = 1;
// While we have healing left...
while (healingLeft > 0 && healThisCycle != 0)
{
// Infinite loop fallback, if no healing was done in a cycle
// then exit
healThisCycle = 0;
int healPerType;
if (healingLeft < types.Count)
{
// Say we were to distribute 2 healing between 3
// this will distribute 1 to each (and stop after 2 are given)
healPerType = 1;
}
else
{
// Say we were to distribute 62 healing between 3
// this will distribute 20 to each, leaving 2 for next loop
healPerType = healingLeft / types.Count;
}
foreach (var type in types)
{
var damage = GetDamage(type);
var healAmount = Math.Min(healingLeft, damage);
healAmount = Math.Min(healAmount, healPerType);
ChangeDamage(type, -healAmount, true);
healThisCycle += healAmount;
healingLeft -= healAmount;
}
}
return true;
}
var damageLeft = amount;
while (damageLeft > 0)
{
int damagePerType;
if (damageLeft < types.Count)
{
damagePerType = 1;
}
else
{
damagePerType = damageLeft / types.Count;
}
foreach (var type in types)
{
var damageAmount = Math.Min(damagePerType, damageLeft);
ChangeDamage(type, damageAmount, true);
damageLeft -= damageAmount;
}
}
return true;
}
public bool SetDamage(DamageType type, int newValue, IEntity? source = null, DamageChangeParams? extraParams = null)
{
if (newValue >= TotalDamage)
{
return false;
}
if (newValue < 0)
{
return false;
}
if (!_damageList.ContainsKey(type))
{
return false;
}
var old = _damageList[type];
_damageList[type] = newValue;
var delta = newValue - old;
var datum = new DamageChangeData(type, 0, delta);
var data = new List<DamageChangeData> {datum};
OnHealthChanged(data);
return true;
}
public void ForceHealthChangedEvent()
{
var data = new List<DamageChangeData>();
foreach (var type in SupportedTypes)
{
var damage = GetDamage(type);
var datum = new DamageChangeData(type, damage, 0);
data.Add(datum);
}
OnHealthChanged(data);
}
private void OnHealthChanged(List<DamageChangeData> changes)
{
var args = new DamageChangedEventArgs(this, changes);
OnHealthChanged(args);
}
protected virtual void OnHealthChanged(DamageChangedEventArgs e)
{
Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, e);
var message = new DamageChangedMessage(this, e.Data);
SendMessage(message);
Dirty();
}
void IRadiationAct.RadiationAct(float frameTime, SharedRadiationPulseComponent radiation)
{
var totalDamage = Math.Max((int)(frameTime * radiation.RadsPerSecond), 1);
ChangeDamage(DamageType.Radiation, totalDamage, false, radiation.Owner);
}
public void OnExplosion(ExplosionEventArgs eventArgs)
{
var damage = eventArgs.Severity switch
{
ExplosionSeverity.Light => 20,
ExplosionSeverity.Heavy => 60,
ExplosionSeverity.Destruction => 250,
_ => throw new ArgumentOutOfRangeException()
};
ChangeDamage(DamageType.Piercing, damage, false);
ChangeDamage(DamageType.Heat, damage, false);
}
}
[Serializable, NetSerializable]
public class DamageableComponentState : ComponentState
{
public readonly Dictionary<DamageType, int> DamageList;
public DamageableComponentState(Dictionary<DamageType, int> damageList)
{
DamageList = damageList;
}
}
}