Files
tbd-station-14/Content.Client/Damage/DamageVisualsSystem.cs
Jezithyr eeb5b17b34 Mobstate Refactor (#13389)
Refactors mobstate and moves mob health thresholds to their own component

Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
2023-01-13 16:57:10 -08:00

698 lines
28 KiB
C#

using System.Linq;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.FixedPoint;
using Robust.Client.GameObjects;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Client.Damage;
/// <summary>
/// A simple visualizer for any entity with a DamageableComponent
/// to display the status of how damaged it is.
///
/// Can either be an overlay for an entity, or target multiple
/// layers on the same entity.
///
/// This can be disabled dynamically by passing into SetData,
/// key DamageVisualizerKeys.Disabled, value bool
/// (DamageVisualizerKeys lives in Content.Shared.Damage)
///
/// Damage layers, if targeting layers, can also be dynamically
/// disabled if needed by passing into SetData, the name/enum
/// of the sprite layer, and then passing in a bool value
/// (true to enable, false to disable).
/// </summary>
public sealed class DamageVisualsSystem : VisualizerSystem<DamageVisualsComponent>
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
private const string SawmillName = "DamageVisuals";
public override void Initialize()
{
base.Initialize();
SubscribeLocalEvent<DamageVisualsComponent, ComponentInit>(InitializeEntity);
}
private void InitializeEntity(EntityUid entity, DamageVisualsComponent comp, ComponentInit args)
{
VerifyVisualizerSetup(entity, comp);
if (!comp.Valid)
{
RemCompDeferred<DamageVisualsComponent>(entity);
return;
}
InitializeVisualizer(entity, comp);
}
private void VerifyVisualizerSetup(EntityUid entity, DamageVisualsComponent damageVisComp)
{
if (damageVisComp.Thresholds.Count < 1)
{
Logger.ErrorS(SawmillName, $"ThresholdsLookup were invalid for entity {entity}. ThresholdsLookup: {damageVisComp.Thresholds}");
damageVisComp.Valid = false;
return;
}
if (damageVisComp.Divisor == 0)
{
Logger.ErrorS(SawmillName, $"Divisor for {entity} is set to zero.");
damageVisComp.Valid = false;
return;
}
if (damageVisComp.Overlay)
{
if (damageVisComp.DamageOverlayGroups == null && damageVisComp.DamageOverlay == null)
{
Logger.ErrorS(SawmillName, $"Enabled overlay without defined damage overlay sprites on {entity}.");
damageVisComp.Valid = false;
return;
}
if (damageVisComp.TrackAllDamage && damageVisComp.DamageOverlay == null)
{
Logger.ErrorS(SawmillName, $"Enabled all damage tracking without a damage overlay sprite on {entity}.");
damageVisComp.Valid = false;
return;
}
if (!damageVisComp.TrackAllDamage && damageVisComp.DamageOverlay != null)
{
Logger.WarningS(SawmillName, $"Disabled all damage tracking with a damage overlay sprite on {entity}.");
damageVisComp.Valid = false;
return;
}
if (damageVisComp.TrackAllDamage && damageVisComp.DamageOverlayGroups != null)
{
Logger.WarningS(SawmillName, $"Enabled all damage tracking with damage overlay groups on {entity}.");
damageVisComp.Valid = false;
return;
}
}
else if (!damageVisComp.Overlay)
{
if (damageVisComp.TargetLayers == null)
{
Logger.ErrorS(SawmillName, $"Disabled overlay without target layers on {entity}.");
damageVisComp.Valid = false;
return;
}
if (damageVisComp.DamageOverlayGroups != null || damageVisComp.DamageOverlay != null)
{
Logger.ErrorS(SawmillName, $"Disabled overlay with defined damage overlay sprites on {entity}.");
damageVisComp.Valid = false;
return;
}
if (damageVisComp.DamageGroup == null)
{
Logger.ErrorS(SawmillName, $"Disabled overlay without defined damage group on {entity}.");
damageVisComp.Valid = false;
return;
}
}
if (damageVisComp.DamageOverlayGroups != null && damageVisComp.DamageGroup != null)
{
Logger.WarningS(SawmillName, $"Damage overlay sprites and damage group are both defined on {entity}.");
}
if (damageVisComp.DamageOverlay != null && damageVisComp.DamageGroup != null)
{
Logger.WarningS(SawmillName, $"Damage overlay sprites and damage group are both defined on {entity}.");
}
}
private void InitializeVisualizer(EntityUid entity, DamageVisualsComponent damageVisComp)
{
if (!TryComp(entity, out SpriteComponent? spriteComponent)
|| !TryComp<DamageableComponent?>(entity, out var damageComponent)
|| !HasComp<AppearanceComponent>(entity))
return;
damageVisComp.Thresholds.Add(FixedPoint2.Zero);
damageVisComp.Thresholds.Sort();
if (damageVisComp.Thresholds[0] != 0)
{
Logger.ErrorS(SawmillName, $"ThresholdsLookup were invalid for entity {entity}. ThresholdsLookup: {damageVisComp.Thresholds}");
damageVisComp.Valid = false;
return;
}
// If the damage container on our entity's DamageableComponent
// is not null, we can try to check through its groups.
if (damageComponent.DamageContainerID != null
&& _prototypeManager.TryIndex<DamageContainerPrototype>(damageComponent.DamageContainerID, out var damageContainer))
{
// Are we using damage overlay sprites by group?
// Check if the container matches the supported groups,
// and start caching the last threshold.
if (damageVisComp.DamageOverlayGroups != null)
{
foreach (var damageType in damageVisComp.DamageOverlayGroups.Keys)
{
if (!damageContainer.SupportedGroups.Contains(damageType))
{
Logger.ErrorS(SawmillName, $"Damage key {damageType} was invalid for entity {entity}.");
damageVisComp.Valid = false;
return;
}
damageVisComp.LastThresholdPerGroup.Add(damageType, FixedPoint2.Zero);
}
}
// Are we tracking a single damage group without overlay instead?
// See if that group is in our entity's damage container.
else if (!damageVisComp.Overlay && damageVisComp.DamageGroup != null)
{
if (!damageContainer.SupportedGroups.Contains(damageVisComp.DamageGroup))
{
Logger.ErrorS(SawmillName, $"Damage keys were invalid for entity {entity}.");
damageVisComp.Valid = false;
return;
}
damageVisComp.LastThresholdPerGroup.Add(damageVisComp.DamageGroup, FixedPoint2.Zero);
}
}
// Ditto above, but instead we go through every group.
else // oh boy! time to enumerate through every single group!
{
var damagePrototypeIdList = _prototypeManager.EnumeratePrototypes<DamageGroupPrototype>()
.Select((p, _) => p.ID)
.ToList();
if (damageVisComp.DamageOverlayGroups != null)
{
foreach (var damageType in damageVisComp.DamageOverlayGroups.Keys)
{
if (!damagePrototypeIdList.Contains(damageType))
{
Logger.ErrorS(SawmillName, $"Damage keys were invalid for entity {entity}.");
damageVisComp.Valid = false;
return;
}
damageVisComp.LastThresholdPerGroup.Add(damageType, FixedPoint2.Zero);
}
}
else if (damageVisComp.DamageGroup != null)
{
if (!damagePrototypeIdList.Contains(damageVisComp.DamageGroup))
{
Logger.ErrorS(SawmillName, $"Damage keys were invalid for entity {entity}.");
damageVisComp.Valid = false;
return;
}
damageVisComp.LastThresholdPerGroup.Add(damageVisComp.DamageGroup, FixedPoint2.Zero);
}
}
// If we're targeting any layers, and the amount of
// layers is greater than zero, we start reserving
// all the layers needed to track damage groups
// on the entity.
if (damageVisComp.TargetLayers is { Count: > 0 })
{
// This should ensure that the layers we're targeting
// are valid for the visualizer's use.
//
// If the layer doesn't have a base state, or
// the layer key just doesn't exist, we skip it.
foreach (var key in damageVisComp.TargetLayers)
{
if (!spriteComponent.LayerMapTryGet(key, out var index))
{
Logger.WarningS(SawmillName, $"Layer at key {key} was invalid for entity {entity}.");
continue;
}
damageVisComp.TargetLayerMapKeys.Add(key);
}
// Similar to damage overlay groups, if none of the targeted
// sprite layers could be used, we display an error and
// invalidate the visualizer without crashing.
if (damageVisComp.TargetLayerMapKeys.Count == 0)
{
Logger.ErrorS(SawmillName, $"Target layers were invalid for entity {entity}.");
damageVisComp.Valid = false;
return;
}
// Otherwise, we start reserving layers. Since the filtering
// loop above ensures that all of these layers are not null,
// and have valid state IDs, there should be no issues.
foreach (var layer in damageVisComp.TargetLayerMapKeys)
{
var layerCount = spriteComponent.AllLayers.Count();
var index = spriteComponent.LayerMapGet(layer);
// var layerState = spriteComponent.LayerGetState(index).ToString()!;
if (index + 1 != layerCount)
{
index += 1;
}
damageVisComp.LayerMapKeyStates.Add(layer, layer.ToString());
// If we're an overlay, and we're targeting groups,
// we reserve layers per damage group.
if (damageVisComp.Overlay && damageVisComp.DamageOverlayGroups != null)
{
foreach (var (group, sprite) in damageVisComp.DamageOverlayGroups)
{
AddDamageLayerToSprite(spriteComponent,
sprite,
$"{layer}_{group}_{damageVisComp.Thresholds[1]}",
$"{layer}{group}",
index);
}
damageVisComp.DisabledLayers.Add(layer, false);
}
// If we're not targeting groups, and we're still
// using an overlay, we instead just add a general
// overlay that reflects on how much damage
// was taken.
else if (damageVisComp.DamageOverlay != null)
{
AddDamageLayerToSprite(spriteComponent,
damageVisComp.DamageOverlay,
$"{layer}_{damageVisComp.Thresholds[1]}",
$"{layer}trackDamage",
index);
damageVisComp.DisabledLayers.Add(layer, false);
}
}
}
// If we're not targeting layers, however,
// we should ensure that we instead
// reserve it as an overlay.
else
{
if (damageVisComp.DamageOverlayGroups != null)
{
foreach (var (group, sprite) in damageVisComp.DamageOverlayGroups)
{
AddDamageLayerToSprite(spriteComponent,
sprite,
$"DamageOverlay_{group}_{damageVisComp.Thresholds[1]}",
$"DamageOverlay{group}");
damageVisComp.TopMostLayerKey = $"DamageOverlay{group}";
}
}
else if (damageVisComp.DamageOverlay != null)
{
AddDamageLayerToSprite(spriteComponent,
damageVisComp.DamageOverlay,
$"DamageOverlay_{damageVisComp.Thresholds[1]}",
"DamageOverlay");
damageVisComp.TopMostLayerKey = $"DamageOverlay";
}
}
}
/// <summary>
/// Adds a damage tracking layer to a given sprite component.
/// </summary>
private void AddDamageLayerToSprite(SpriteComponent spriteComponent, DamageVisualizerSprite sprite, string state, string mapKey, int? index = null)
{
var newLayer = spriteComponent.AddLayer(
new SpriteSpecifier.Rsi(
new ResourcePath(sprite.Sprite), state
), index);
spriteComponent.LayerMapSet(mapKey, newLayer);
if (sprite.Color != null)
spriteComponent.LayerSetColor(newLayer, Color.FromHex(sprite.Color));
spriteComponent.LayerSetVisible(newLayer, false);
}
protected override void OnAppearanceChange(EntityUid uid, DamageVisualsComponent damageVisComp, ref AppearanceChangeEvent args)
{
// how is this still here?
if (!damageVisComp.Valid)
return;
// If this was passed into the component, we update
// the data to ensure that the current disabled
// bool matches.
if (args.Component.TryGetData<bool>(DamageVisualizerKeys.Disabled, out var disabledStatus))
damageVisComp.Disabled = disabledStatus;
if (damageVisComp.Disabled)
return;
HandleDamage(args.Component, damageVisComp);
}
private void HandleDamage(AppearanceComponent component, DamageVisualsComponent damageVisComp)
{
if (!TryComp(component.Owner, out SpriteComponent? spriteComponent)
|| !TryComp(component.Owner, out DamageableComponent? damageComponent))
return;
if (damageVisComp.TargetLayers != null && damageVisComp.DamageOverlayGroups != null)
UpdateDisabledLayers(spriteComponent, component, damageVisComp);
if (damageVisComp.Overlay && damageVisComp.DamageOverlayGroups != null && damageVisComp.TargetLayers == null)
CheckOverlayOrdering(spriteComponent, damageVisComp);
if (component.TryGetData<bool>(DamageVisualizerKeys.ForceUpdate, out var update)
&& update)
{
ForceUpdateLayers(damageComponent, spriteComponent, damageVisComp);
return;
}
if (damageVisComp.TrackAllDamage)
{
UpdateDamageVisuals(damageComponent, spriteComponent, damageVisComp);
}
else if (component.TryGetData(DamageVisualizerKeys.DamageUpdateGroups, out DamageVisualizerGroupData data))
{
UpdateDamageVisuals(data.GroupList, damageComponent, spriteComponent, damageVisComp);
}
}
/// <summary>
/// Checks if any layers were disabled in the last
/// data update. Disabled layers mean that the
/// layer will no longer be visible, or obtain
/// any damage updates.
/// </summary>
private void UpdateDisabledLayers(SpriteComponent spriteComponent, AppearanceComponent component, DamageVisualsComponent damageVisComp)
{
foreach (var layer in damageVisComp.TargetLayerMapKeys)
{
bool? layerStatus = null;
if (component.TryGetData<bool>(layer, out var layerStateEnum))
layerStatus = layerStateEnum;
if (layerStatus == null)
continue;
if (damageVisComp.DisabledLayers[layer] != (bool) layerStatus)
{
damageVisComp.DisabledLayers[layer] = (bool) layerStatus;
if (!damageVisComp.TrackAllDamage && damageVisComp.DamageOverlayGroups != null)
{
foreach (var damageGroup in damageVisComp.DamageOverlayGroups!.Keys)
{
spriteComponent.LayerSetVisible($"{layer}{damageGroup}", damageVisComp.DisabledLayers[layer]);
}
}
else if (damageVisComp.TrackAllDamage)
spriteComponent.LayerSetVisible($"{layer}trackDamage", damageVisComp.DisabledLayers[layer]);
}
}
}
/// <summary>
/// Checks the overlay ordering on the current
/// sprite component, compared to the
/// data for the visualizer. If the top
/// most layer doesn't match, the sprite
/// layers are recreated and placed on top.
/// </summary>
private void CheckOverlayOrdering(SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp)
{
if (spriteComponent[damageVisComp.TopMostLayerKey] != spriteComponent[spriteComponent.AllLayers.Count() - 1])
{
if (!damageVisComp.TrackAllDamage && damageVisComp.DamageOverlayGroups != null)
{
foreach (var (damageGroup, sprite) in damageVisComp.DamageOverlayGroups)
{
var threshold = damageVisComp.LastThresholdPerGroup[damageGroup];
ReorderOverlaySprite(spriteComponent,
damageVisComp,
sprite,
$"DamageOverlay{damageGroup}",
$"DamageOverlay_{damageGroup}",
threshold);
}
}
else if (damageVisComp.TrackAllDamage && damageVisComp.DamageOverlay != null)
{
ReorderOverlaySprite(spriteComponent,
damageVisComp,
damageVisComp.DamageOverlay,
$"DamageOverlay",
$"DamageOverlay",
damageVisComp.LastDamageThreshold);
}
}
}
private void ReorderOverlaySprite(SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp, DamageVisualizerSprite sprite, string key, string statePrefix, FixedPoint2 threshold)
{
spriteComponent.LayerMapTryGet(key, out var spriteLayer);
var visibility = spriteComponent[spriteLayer].Visible;
spriteComponent.RemoveLayer(spriteLayer);
if (threshold == FixedPoint2.Zero) // these should automatically be invisible
threshold = damageVisComp.Thresholds[1];
spriteLayer = spriteComponent.AddLayer(
new SpriteSpecifier.Rsi(
new ResourcePath(sprite.Sprite),
$"{statePrefix}_{threshold}"
),
spriteLayer);
spriteComponent.LayerMapSet(key, spriteLayer);
spriteComponent.LayerSetVisible(spriteLayer, visibility);
// this is somewhat iffy since it constantly reallocates
damageVisComp.TopMostLayerKey = key;
}
/// <summary>
/// Updates damage visuals without tracking
/// any damage groups.
/// </summary>
private void UpdateDamageVisuals(DamageableComponent damageComponent, SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp)
{
if (!CheckThresholdBoundary(damageComponent.TotalDamage, damageVisComp.LastDamageThreshold, damageVisComp, out var threshold))
return;
damageVisComp.LastDamageThreshold = threshold;
if (damageVisComp.TargetLayers != null)
{
foreach (var layerMapKey in damageVisComp.TargetLayerMapKeys)
{
UpdateTargetLayer(spriteComponent, damageVisComp, layerMapKey, threshold);
}
}
else
{
UpdateOverlay(spriteComponent, threshold);
}
}
/// <summary>
/// Updates damage visuals by damage group,
/// according to the list of damage groups
/// passed into it.
/// </summary>
private void UpdateDamageVisuals(List<string> delta, DamageableComponent damageComponent, SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp)
{
foreach (var damageGroup in delta)
{
if (!damageVisComp.Overlay && damageGroup != damageVisComp.DamageGroup)
continue;
if (!_prototypeManager.TryIndex<DamageGroupPrototype>(damageGroup, out var damageGroupPrototype)
|| !damageComponent.Damage.TryGetDamageInGroup(damageGroupPrototype, out var damageTotal))
continue;
if (!damageVisComp.LastThresholdPerGroup.TryGetValue(damageGroup, out var lastThreshold)
|| !CheckThresholdBoundary(damageTotal, lastThreshold, damageVisComp, out var threshold))
continue;
damageVisComp.LastThresholdPerGroup[damageGroup] = threshold;
if (damageVisComp.TargetLayers != null)
{
foreach (var layerMapKey in damageVisComp.TargetLayerMapKeys)
{
UpdateTargetLayer(spriteComponent, damageVisComp, layerMapKey, damageGroup, threshold);
}
}
else
{
UpdateOverlay(spriteComponent, damageVisComp, damageGroup, threshold);
}
}
}
/// <summary>
/// Checks if a threshold boundary was passed.
/// </summary>
private bool CheckThresholdBoundary(FixedPoint2 damageTotal, FixedPoint2 lastThreshold, DamageVisualsComponent damageVisComp, out FixedPoint2 threshold)
{
threshold = FixedPoint2.Zero;
damageTotal = damageTotal / damageVisComp.Divisor;
var thresholdIndex = damageVisComp.Thresholds.BinarySearch(damageTotal);
if (thresholdIndex < 0)
{
thresholdIndex = ~thresholdIndex;
threshold = damageVisComp.Thresholds[thresholdIndex - 1];
}
else
{
threshold = damageVisComp.Thresholds[thresholdIndex];
}
if (threshold == lastThreshold)
return false;
return true;
}
/// <summary>
/// This is the entry point for
/// forcing an update on all damage layers.
/// Does different things depending on
/// the configuration of the visualizer.
/// </summary>
private void ForceUpdateLayers(DamageableComponent damageComponent, SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp)
{
if (damageVisComp.DamageOverlayGroups != null)
{
UpdateDamageVisuals(damageVisComp.DamageOverlayGroups.Keys.ToList(), damageComponent, spriteComponent, damageVisComp);
}
else if (damageVisComp.DamageGroup != null)
{
UpdateDamageVisuals(new List<string>(){ damageVisComp.DamageGroup }, damageComponent, spriteComponent, damageVisComp);
}
else if (damageVisComp.DamageOverlay != null)
{
UpdateDamageVisuals(damageComponent, spriteComponent, damageVisComp);
}
}
/// <summary>
/// Updates a target layer. Without a damage group passed in,
/// it assumes you're updating a layer that is tracking all
/// damage.
/// </summary>
private void UpdateTargetLayer(SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp, object layerMapKey, FixedPoint2 threshold)
{
if (damageVisComp.Overlay && damageVisComp.DamageOverlayGroups != null)
{
if (!damageVisComp.DisabledLayers[layerMapKey])
{
var layerState = damageVisComp.LayerMapKeyStates[layerMapKey];
spriteComponent.LayerMapTryGet($"{layerMapKey}trackDamage", out var spriteLayer);
UpdateDamageLayerState(spriteComponent,
spriteLayer,
$"{layerState}",
threshold);
}
}
else if (!damageVisComp.Overlay)
{
var layerState = damageVisComp.LayerMapKeyStates[layerMapKey];
spriteComponent.LayerMapTryGet(layerMapKey, out var spriteLayer);
UpdateDamageLayerState(spriteComponent,
spriteLayer,
$"{layerState}",
threshold);
}
}
/// <summary>
/// Updates a target layer by damage group.
/// </summary>
private void UpdateTargetLayer(SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp, object layerMapKey, string damageGroup, FixedPoint2 threshold)
{
if (damageVisComp.Overlay && damageVisComp.DamageOverlayGroups != null)
{
if (damageVisComp.DamageOverlayGroups.ContainsKey(damageGroup) && !damageVisComp.DisabledLayers[layerMapKey])
{
var layerState = damageVisComp.LayerMapKeyStates[layerMapKey];
spriteComponent.LayerMapTryGet($"{layerMapKey}{damageGroup}", out var spriteLayer);
UpdateDamageLayerState(spriteComponent,
spriteLayer,
$"{layerState}_{damageGroup}",
threshold);
}
}
else if (!damageVisComp.Overlay)
{
var layerState = damageVisComp.LayerMapKeyStates[layerMapKey];
spriteComponent.LayerMapTryGet(layerMapKey, out var spriteLayer);
UpdateDamageLayerState(spriteComponent,
spriteLayer,
$"{layerState}_{damageGroup}",
threshold);
}
}
/// <summary>
/// Updates an overlay that is tracking all damage.
/// </summary>
private void UpdateOverlay(SpriteComponent spriteComponent, FixedPoint2 threshold)
{
spriteComponent.LayerMapTryGet($"DamageOverlay", out var spriteLayer);
UpdateDamageLayerState(spriteComponent,
spriteLayer,
$"DamageOverlay",
threshold);
}
/// <summary>
/// Updates an overlay based on damage group.
/// </summary>
private void UpdateOverlay(SpriteComponent spriteComponent, DamageVisualsComponent damageVisComp, string damageGroup, FixedPoint2 threshold)
{
if (damageVisComp.DamageOverlayGroups != null)
{
if (damageVisComp.DamageOverlayGroups.ContainsKey(damageGroup))
{
spriteComponent.LayerMapTryGet($"DamageOverlay{damageGroup}", out var spriteLayer);
UpdateDamageLayerState(spriteComponent,
spriteLayer,
$"DamageOverlay_{damageGroup}",
threshold);
}
}
}
/// <summary>
/// Updates a layer on the sprite by what
/// prefix it has (calculated by whatever
/// function calls it), and what threshold
/// was passed into it.
/// </summary>
private void UpdateDamageLayerState(SpriteComponent spriteComponent, int spriteLayer, string statePrefix, FixedPoint2 threshold)
{
if (threshold == 0)
{
spriteComponent.LayerSetVisible(spriteLayer, false);
}
else
{
if (!spriteComponent[spriteLayer].Visible)
{
spriteComponent.LayerSetVisible(spriteLayer, true);
}
spriteComponent.LayerSetState(spriteLayer, $"{statePrefix}_{threshold}");
}
}
}