Refactors mobstate and moves mob health thresholds to their own component Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
494 lines
20 KiB
C#
494 lines
20 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Shared.Alert;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Rejuvenate;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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using Robust.Shared.Utility;
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namespace Content.Shared.StatusEffect
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{
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public sealed class StatusEffectsSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IComponentFactory _componentFactory = default!;
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[Dependency] private readonly IGameTiming _gameTiming = default!;
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly AlertsSystem _alertsSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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UpdatesOutsidePrediction = true;
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SubscribeLocalEvent<StatusEffectsComponent, ComponentGetState>(OnGetState);
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SubscribeLocalEvent<StatusEffectsComponent, ComponentHandleState>(OnHandleState);
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SubscribeLocalEvent<StatusEffectsComponent, RejuvenateEvent>(OnRejuvenate);
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}
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public override void Update(float frameTime)
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{
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base.Update(frameTime);
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var curTime = _gameTiming.CurTime;
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var enumerator = EntityQueryEnumerator<ActiveStatusEffectsComponent, StatusEffectsComponent>();
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while (enumerator.MoveNext(out _, out var status))
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{
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foreach (var state in status.ActiveEffects.ToArray())
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{
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// if we're past the end point of the effect
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if (curTime > state.Value.Cooldown.Item2)
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{
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TryRemoveStatusEffect(status.Owner, state.Key, status);
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}
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}
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}
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}
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private void OnGetState(EntityUid uid, StatusEffectsComponent component, ref ComponentGetState args)
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{
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// Using new(...) To avoid mispredictions due to MergeImplicitData. This will mean the server-side code is
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// slightly slower, and really this function should just be overridden by the client...
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args.State = new StatusEffectsComponentState(new(component.ActiveEffects), new(component.AllowedEffects));
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}
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private void OnHandleState(EntityUid uid, StatusEffectsComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not StatusEffectsComponentState state)
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return;
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component.AllowedEffects = new(state.AllowedEffects);
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// Remove non-existent effects.
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foreach (var effect in component.ActiveEffects.Keys)
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{
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if (!state.ActiveEffects.ContainsKey(effect))
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{
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TryRemoveStatusEffect(uid, effect, component, remComp: false);
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}
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}
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foreach (var (key, effect) in state.ActiveEffects)
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{
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// don't bother with anything if we already have it
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if (component.ActiveEffects.ContainsKey(key))
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{
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component.ActiveEffects[key] = new(effect);
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continue;
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}
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var time = effect.Cooldown.Item2 - effect.Cooldown.Item1;
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TryAddStatusEffect(uid, key, time, true, component, effect.Cooldown.Item1);
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component.ActiveEffects[key].RelevantComponent = effect.RelevantComponent;
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// state handling should not add networked components, that is handled separately by the client game state manager.
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}
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}
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private void OnRejuvenate(EntityUid uid, StatusEffectsComponent component, RejuvenateEvent args)
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{
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TryRemoveAllStatusEffects(uid, component);
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}
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/// <summary>
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/// Tries to add a status effect to an entity, with a given component added as well.
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/// </summary>
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/// <param name="uid">The entity to add the effect to.</param>
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/// <param name="key">The status effect ID to add.</param>
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/// <param name="time">How long the effect should last for.</param>
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/// <param name="refresh">The status effect cooldown should be refreshed (true) or accumulated (false).</param>
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/// <param name="status">The status effects component to change, if you already have it.</param>
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/// <returns>False if the effect could not be added or the component already exists, true otherwise.</returns>
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/// <typeparam name="T">The component type to add and remove from the entity.</typeparam>
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public bool TryAddStatusEffect<T>(EntityUid uid, string key, TimeSpan time, bool refresh,
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StatusEffectsComponent? status = null)
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where T : Component, new()
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{
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if (!Resolve(uid, ref status, false))
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return false;
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if (TryAddStatusEffect(uid, key, time, refresh, status))
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{
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// If they already have the comp, we just won't bother updating anything.
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if (!EntityManager.HasComponent<T>(uid))
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{
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var comp = EntityManager.AddComponent<T>(uid);
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status.ActiveEffects[key].RelevantComponent = _componentFactory.GetComponentName(comp.GetType());
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}
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return true;
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}
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return false;
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}
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public bool TryAddStatusEffect(EntityUid uid, string key, TimeSpan time, bool refresh, string component,
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StatusEffectsComponent? status = null)
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{
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if (!Resolve(uid, ref status, false))
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return false;
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if (TryAddStatusEffect(uid, key, time, refresh, status))
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{
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// If they already have the comp, we just won't bother updating anything.
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if (!EntityManager.HasComponent(uid, _componentFactory.GetRegistration(component).Type))
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{
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// Fuck this shit I hate it
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var newComponent = (Component) _componentFactory.GetComponent(component);
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newComponent.Owner = uid;
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EntityManager.AddComponent(uid, newComponent);
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status.ActiveEffects[key].RelevantComponent = component;
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}
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return true;
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}
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return false;
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}
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/// <summary>
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/// Tries to add a status effect to an entity with a certain timer.
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/// </summary>
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/// <param name="uid">The entity to add the effect to.</param>
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/// <param name="key">The status effect ID to add.</param>
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/// <param name="time">How long the effect should last for.</param>
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/// <param name="refresh">The status effect cooldown should be refreshed (true) or accumulated (false).</param>
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/// <param name="status">The status effects component to change, if you already have it.</param>
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/// <param name="startTime">The time at which the status effect started. This exists mostly for prediction
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/// resetting.</param>
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/// <returns>False if the effect could not be added, or if the effect already existed.</returns>
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/// <remarks>
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/// This obviously does not add any actual 'effects' on its own. Use the generic overload,
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/// which takes in a component type, if you want to automatically add and remove a component.
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///
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/// If the effect already exists, it will simply replace the cooldown with the new one given.
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/// If you want special 'effect merging' behavior, do it your own damn self!
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/// </remarks>
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public bool TryAddStatusEffect(EntityUid uid, string key, TimeSpan time, bool refresh,
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StatusEffectsComponent? status = null, TimeSpan? startTime = null)
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{
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if (!Resolve(uid, ref status, false))
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return false;
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if (!CanApplyEffect(uid, key, status))
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return false;
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// we already checked if it has the index in CanApplyEffect so a straight index and not tryindex here
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// is fine
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var proto = _prototypeManager.Index<StatusEffectPrototype>(key);
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var start = startTime ?? _gameTiming.CurTime;
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(TimeSpan, TimeSpan) cooldown = (start, start + time);
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if (HasStatusEffect(uid, key, status))
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{
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status.ActiveEffects[key].CooldownRefresh = refresh;
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if (refresh)
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{
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//Making sure we don't reset a longer cooldown by applying a shorter one.
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if ((status.ActiveEffects[key].Cooldown.Item2 - _gameTiming.CurTime) < time)
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{
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//Refresh cooldown time.
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status.ActiveEffects[key].Cooldown = cooldown;
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}
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}
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else
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{
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//Accumulate cooldown time.
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status.ActiveEffects[key].Cooldown.Item2 += time;
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}
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}
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else
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{
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status.ActiveEffects.Add(key, new StatusEffectState(cooldown, refresh, null));
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EnsureComp<ActiveStatusEffectsComponent>(uid);
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}
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if (proto.Alert != null)
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{
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var cooldown1 = GetAlertCooldown(uid, proto.Alert.Value, status);
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_alertsSystem.ShowAlert(uid, proto.Alert.Value, null, cooldown1);
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}
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Dirty(status);
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RaiseLocalEvent(uid, new StatusEffectAddedEvent(uid, key));
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return true;
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}
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/// <summary>
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/// Finds the maximum cooldown among all status effects with the same alert
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/// </summary>
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/// <remarks>
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/// This is mostly for stuns, since Stun and Knockdown share an alert key. Other times this pretty much
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/// will not be useful.
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/// </remarks>
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private (TimeSpan, TimeSpan)? GetAlertCooldown(EntityUid uid, AlertType alert, StatusEffectsComponent status)
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{
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(TimeSpan, TimeSpan)? maxCooldown = null;
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foreach (var kvp in status.ActiveEffects)
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{
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var proto = _prototypeManager.Index<StatusEffectPrototype>(kvp.Key);
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if (proto.Alert == alert)
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{
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if (maxCooldown == null || kvp.Value.Cooldown.Item2 > maxCooldown.Value.Item2)
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{
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maxCooldown = kvp.Value.Cooldown;
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}
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}
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}
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return maxCooldown;
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}
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/// <summary>
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/// Attempts to remove a status effect from an entity.
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/// </summary>
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/// <param name="uid">The entity to remove an effect from.</param>
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/// <param name="key">The effect ID to remove.</param>
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/// <param name="status">The status effects component to change, if you already have it.</param>
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/// <param name="remComp">If true, status effect removal will also remove the relevant component. This option
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/// exists mostly for prediction resetting.</param>
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/// <returns>False if the effect could not be removed, true otherwise.</returns>
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/// <remarks>
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/// Obviously this doesn't automatically clear any effects a status effect might have.
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/// That's up to the removed component to handle itself when it's removed.
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/// </remarks>
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public bool TryRemoveStatusEffect(EntityUid uid, string key,
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StatusEffectsComponent? status = null, bool remComp = true)
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{
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if (!Resolve(uid, ref status, false))
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return false;
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if (!status.ActiveEffects.ContainsKey(key))
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return false;
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if (!_prototypeManager.TryIndex<StatusEffectPrototype>(key, out var proto))
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return false;
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var state = status.ActiveEffects[key];
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// There are cases where a status effect component might be server-only, so TryGetRegistration...
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if (remComp
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&& state.RelevantComponent != null
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&& _componentFactory.TryGetRegistration(state.RelevantComponent, out var registration))
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{
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var type = registration.Type;
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EntityManager.RemoveComponent(uid, type);
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}
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if (proto.Alert != null)
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{
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_alertsSystem.ClearAlert(uid, proto.Alert.Value);
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}
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status.ActiveEffects.Remove(key);
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if (status.ActiveEffects.Count == 0)
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{
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RemComp<ActiveStatusEffectsComponent>(uid);
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}
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Dirty(status);
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RaiseLocalEvent(uid, new StatusEffectEndedEvent(uid, key));
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return true;
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}
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/// <summary>
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/// Tries to remove all status effects from a given entity.
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/// </summary>
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/// <param name="uid">The entity to remove effects from.</param>
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/// <param name="status">The status effects component to change, if you already have it.</param>
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/// <returns>False if any status effects failed to be removed, true if they all did.</returns>
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public bool TryRemoveAllStatusEffects(EntityUid uid,
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StatusEffectsComponent? status = null)
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{
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if (!Resolve(uid, ref status, false))
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return false;
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bool failed = false;
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foreach (var effect in status.ActiveEffects)
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{
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if (!TryRemoveStatusEffect(uid, effect.Key, status))
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failed = true;
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}
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Dirty(status);
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return failed;
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}
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/// <summary>
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/// Returns whether a given entity has the status effect active.
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/// </summary>
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/// <param name="uid">The entity to check on.</param>
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/// <param name="key">The status effect ID to check for</param>
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/// <param name="status">The status effect component, should you already have it.</param>
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public bool HasStatusEffect(EntityUid uid, string key,
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StatusEffectsComponent? status = null)
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{
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if (!Resolve(uid, ref status, false))
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return false;
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if (!status.ActiveEffects.ContainsKey(key))
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return false;
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return true;
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}
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/// <summary>
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/// Returns whether a given entity can have a given effect applied to it.
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/// </summary>
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/// <param name="uid">The entity to check on.</param>
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/// <param name="key">The status effect ID to check for</param>
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/// <param name="status">The status effect component, should you already have it.</param>
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public bool CanApplyEffect(EntityUid uid, string key,
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StatusEffectsComponent? status = null)
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{
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// don't log since stuff calling this prolly doesn't care if we don't actually have it
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if (!Resolve(uid, ref status, false))
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return false;
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if (!_prototypeManager.TryIndex<StatusEffectPrototype>(key, out var proto))
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return false;
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if (!status.AllowedEffects.Contains(key) && !proto.AlwaysAllowed)
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return false;
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return true;
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}
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/// <summary>
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/// Tries to add to the timer of an already existing status effect.
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/// </summary>
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/// <param name="uid">The entity to add time to.</param>
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/// <param name="key">The status effect to add time to.</param>
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/// <param name="time">The amount of time to add.</param>
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/// <param name="status">The status effect component, should you already have it.</param>
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public bool TryAddTime(EntityUid uid, string key, TimeSpan time,
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StatusEffectsComponent? status = null)
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{
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if (!Resolve(uid, ref status, false))
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return false;
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if (!HasStatusEffect(uid, key, status))
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return false;
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var timer = status.ActiveEffects[key].Cooldown;
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timer.Item2 += time;
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status.ActiveEffects[key].Cooldown = timer;
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if (_prototypeManager.TryIndex<StatusEffectPrototype>(key, out var proto)
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&& proto.Alert != null)
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{
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(TimeSpan, TimeSpan)? cooldown = GetAlertCooldown(uid, proto.Alert.Value, status);
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_alertsSystem.ShowAlert(uid, proto.Alert.Value, null, cooldown);
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}
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Dirty(status);
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return true;
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}
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/// <summary>
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/// Tries to remove time from the timer of an already existing status effect.
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/// </summary>
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/// <param name="uid">The entity to remove time from.</param>
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/// <param name="key">The status effect to remove time from.</param>
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/// <param name="time">The amount of time to add.</param>
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/// <param name="status">The status effect component, should you already have it.</param>
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public bool TryRemoveTime(EntityUid uid, string key, TimeSpan time,
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StatusEffectsComponent? status = null)
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{
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if (!Resolve(uid, ref status, false))
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return false;
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if (!HasStatusEffect(uid, key, status))
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return false;
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var timer = status.ActiveEffects[key].Cooldown;
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// what on earth are you doing, Gordon?
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if (time > timer.Item2)
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return false;
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timer.Item2 -= time;
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status.ActiveEffects[key].Cooldown = timer;
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if (_prototypeManager.TryIndex<StatusEffectPrototype>(key, out var proto)
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&& proto.Alert != null)
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{
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(TimeSpan, TimeSpan)? cooldown = GetAlertCooldown(uid, proto.Alert.Value, status);
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_alertsSystem.ShowAlert(uid, proto.Alert.Value, null, cooldown);
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}
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Dirty(status);
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return true;
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}
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/// <summary>
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/// Use if you want to set a cooldown directly.
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/// </summary>
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/// <remarks>
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/// Not used internally; just sets it itself.
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/// </remarks>
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public bool TrySetTime(EntityUid uid, string key, TimeSpan time,
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StatusEffectsComponent? status = null)
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{
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if (!Resolve(uid, ref status, false))
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return false;
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if (!HasStatusEffect(uid, key, status))
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return false;
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status.ActiveEffects[key].Cooldown = (_gameTiming.CurTime, _gameTiming.CurTime + time);
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Dirty(status);
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return true;
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}
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/// <summary>
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/// Gets the cooldown for a given status effect on an entity.
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/// </summary>
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/// <param name="uid">The entity to check for status effects on.</param>
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/// <param name="key">The status effect to get time for.</param>
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/// <param name="time">Out var for the time, if it exists.</param>
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/// <param name="status">The status effects component to use, if any.</param>
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/// <returns>False if the status effect was not active, true otherwise.</returns>
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public bool TryGetTime(EntityUid uid, string key,
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[NotNullWhen(true)] out (TimeSpan, TimeSpan)? time,
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StatusEffectsComponent? status = null)
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{
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if (!Resolve(uid, ref status, false) || !HasStatusEffect(uid, key, status))
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{
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time = null;
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return false;
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}
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time = status.ActiveEffects[key].Cooldown;
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return true;
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}
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}
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public readonly struct StatusEffectAddedEvent
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{
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public readonly EntityUid Uid;
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public readonly string Key;
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public StatusEffectAddedEvent(EntityUid uid, string key)
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{
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Uid = uid;
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Key = key;
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}
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}
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public readonly struct StatusEffectEndedEvent
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{
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public readonly EntityUid Uid;
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public readonly string Key;
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public StatusEffectEndedEvent(EntityUid uid, string key)
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{
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Uid = uid;
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Key = key;
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}
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}
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}
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