Files
tbd-station-14/Content.Shared/Chat/SharedSuicideSystem.cs
Tayrtahn f09bade8e7 Validate remaining ProtoId strings (#38747)
Validate remaining ProtoId strings
2025-07-04 22:55:45 +02:00

70 lines
3.4 KiB
C#

using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Mobs.Components;
using Robust.Shared.Prototypes;
using System.Linq;
namespace Content.Shared.Chat;
public sealed class SharedSuicideSystem : EntitySystem
{
private static readonly ProtoId<DamageTypePrototype> FallbackDamageType = "Blunt";
[Dependency] private readonly DamageableSystem _damageableSystem = default!;
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
/// <summary>
/// Applies lethal damage spread out across the damage types given.
/// </summary>
public void ApplyLethalDamage(Entity<DamageableComponent> target, DamageSpecifier damageSpecifier)
{
// Create a new damageSpecifier so that we don't make alterations to the original DamageSpecifier
// Failing to do this will permanently change a weapon's damage making it insta-kill people
var appliedDamageSpecifier = new DamageSpecifier(damageSpecifier);
if (!TryComp<MobThresholdsComponent>(target, out var mobThresholds))
return;
// Mob thresholds are sorted from alive -> crit -> dead,
// grabbing the last key will give us how much damage is needed to kill a target from zero
// The exact lethal damage amount is adjusted based on their current damage taken
var lethalAmountOfDamage = mobThresholds.Thresholds.Keys.Last() - target.Comp.TotalDamage;
var totalDamage = appliedDamageSpecifier.GetTotal();
// Removing structural because it causes issues against entities that cannot take structural damage,
// then getting the total to use in calculations for spreading out damage.
appliedDamageSpecifier.DamageDict.Remove("Structural");
// Split the total amount of damage needed to kill the target by every damage type in the DamageSpecifier
foreach (var (key, value) in appliedDamageSpecifier.DamageDict)
{
appliedDamageSpecifier.DamageDict[key] = Math.Ceiling((double) (value * lethalAmountOfDamage / totalDamage));
}
_damageableSystem.TryChangeDamage(target, appliedDamageSpecifier, true, origin: target);
}
/// <summary>
/// Applies lethal damage in a single type, specified by a single damage type.
/// </summary>
public void ApplyLethalDamage(Entity<DamageableComponent> target, ProtoId<DamageTypePrototype>? damageType)
{
if (!TryComp<MobThresholdsComponent>(target, out var mobThresholds))
return;
// Mob thresholds are sorted from alive -> crit -> dead,
// grabbing the last key will give us how much damage is needed to kill a target from zero
// The exact lethal damage amount is adjusted based on their current damage taken
var lethalAmountOfDamage = mobThresholds.Thresholds.Keys.Last() - target.Comp.TotalDamage;
// We don't want structural damage for the same reasons listed above
if (!_prototypeManager.TryIndex(damageType, out var damagePrototype) || damagePrototype.ID == "Structural")
{
Log.Error($"{nameof(SharedSuicideSystem)} could not find the damage type prototype associated with {damageType}. Falling back to {FallbackDamageType}");
damagePrototype = _prototypeManager.Index(FallbackDamageType);
}
var damage = new DamageSpecifier(damagePrototype, lethalAmountOfDamage);
_damageableSystem.TryChangeDamage(target, damage, true, origin: target);
}
}