* meteor code and balanced values * Meteor Swarms * Update meteors.yml * Update meteors.yml * HOO! (fix overkill bug and buff space dust) * undo BloodstreamComponent.cs changes * DamageDistribution -> DamageTypes * part 2.
156 lines
6.7 KiB
C#
156 lines
6.7 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using Content.Server.Administration.Logs;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Body.Systems;
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using Content.Server.Chemistry.Containers.EntitySystems;
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using Content.Server.Construction;
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using Content.Server.Destructible.Thresholds;
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using Content.Server.Destructible.Thresholds.Behaviors;
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using Content.Server.Destructible.Thresholds.Triggers;
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using Content.Server.Explosion.EntitySystems;
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using Content.Server.Fluids.EntitySystems;
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using Content.Server.Stack;
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using Content.Shared.Damage;
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using Content.Shared.Database;
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using Content.Shared.Destructible;
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using Content.Shared.FixedPoint;
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using JetBrains.Annotations;
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using Robust.Server.Audio;
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using Robust.Server.GameObjects;
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using Robust.Shared.Containers;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using System.Linq;
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namespace Content.Server.Destructible
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{
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[UsedImplicitly]
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public sealed class DestructibleSystem : SharedDestructibleSystem
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{
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[Dependency] public readonly IRobustRandom Random = default!;
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public new IEntityManager EntityManager => base.EntityManager;
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[Dependency] public readonly AtmosphereSystem AtmosphereSystem = default!;
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[Dependency] public readonly AudioSystem AudioSystem = default!;
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[Dependency] public readonly BodySystem BodySystem = default!;
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[Dependency] public readonly ConstructionSystem ConstructionSystem = default!;
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[Dependency] public readonly ExplosionSystem ExplosionSystem = default!;
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[Dependency] public readonly StackSystem StackSystem = default!;
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[Dependency] public readonly TriggerSystem TriggerSystem = default!;
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[Dependency] public readonly SolutionContainerSystem SolutionContainerSystem = default!;
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[Dependency] public readonly PuddleSystem PuddleSystem = default!;
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[Dependency] public readonly SharedContainerSystem ContainerSystem = default!;
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[Dependency] public readonly IPrototypeManager PrototypeManager = default!;
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[Dependency] public readonly IComponentFactory ComponentFactory = default!;
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[Dependency] public readonly IAdminLogManager _adminLogger = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DestructibleComponent, DamageChangedEvent>(Execute);
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}
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/// <summary>
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/// Check if any thresholds were reached. if they were, execute them.
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/// </summary>
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public void Execute(EntityUid uid, DestructibleComponent component, DamageChangedEvent args)
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{
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foreach (var threshold in component.Thresholds)
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{
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if (threshold.Reached(args.Damageable, this))
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{
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RaiseLocalEvent(uid, new DamageThresholdReached(component, threshold), true);
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// Convert behaviors into string for logs
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var triggeredBehaviors = string.Join(", ", threshold.Behaviors.Select(b =>
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{
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if (b is DoActsBehavior doActsBehavior)
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{
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return $"{b.GetType().Name}:{doActsBehavior.Acts.ToString()}";
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}
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return b.GetType().Name;
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}));
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if (args.Origin != null)
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{
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_adminLogger.Add(LogType.Damaged, LogImpact.Medium,
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$"{ToPrettyString(args.Origin.Value):actor} caused {ToPrettyString(uid):subject} to trigger [{triggeredBehaviors}]");
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}
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else
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{
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_adminLogger.Add(LogType.Damaged, LogImpact.Medium,
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$"Unknown damage source caused {ToPrettyString(uid):subject} to trigger [{triggeredBehaviors}]");
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}
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threshold.Execute(uid, this, EntityManager, args.Origin);
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}
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// if destruction behavior (or some other deletion effect) occurred, don't run other triggers.
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if (EntityManager.IsQueuedForDeletion(uid) || Deleted(uid))
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return;
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}
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}
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public bool TryGetDestroyedAt(Entity<DestructibleComponent?> ent, [NotNullWhen(true)] out FixedPoint2? destroyedAt)
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{
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destroyedAt = null;
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if (!Resolve(ent, ref ent.Comp, false))
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return false;
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destroyedAt = DestroyedAt(ent, ent.Comp);
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return true;
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}
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// FFS this shouldn't be this hard. Maybe this should just be a field of the destructible component. Its not
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// like there is currently any entity that is NOT just destroyed upon reaching a total-damage value.
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/// <summary>
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/// Figure out how much damage an entity needs to have in order to be destroyed.
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/// </summary>
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/// <remarks>
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/// This assumes that this entity has some sort of destruction or breakage behavior triggered by a
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/// total-damage threshold.
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/// </remarks>
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public FixedPoint2 DestroyedAt(EntityUid uid, DestructibleComponent? destructible = null)
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{
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if (!Resolve(uid, ref destructible, logMissing: false))
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return FixedPoint2.MaxValue;
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// We have nested for loops here, but the vast majority of components only have one threshold with 1-3 behaviors.
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// Really, this should probably just be a property of the damageable component.
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var damageNeeded = FixedPoint2.MaxValue;
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foreach (var threshold in destructible.Thresholds)
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{
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if (threshold.Trigger is not DamageTrigger trigger)
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continue;
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foreach (var behavior in threshold.Behaviors)
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{
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if (behavior is DoActsBehavior actBehavior &&
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actBehavior.HasAct(ThresholdActs.Destruction | ThresholdActs.Breakage))
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{
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damageNeeded = Math.Min(damageNeeded.Float(), trigger.Damage);
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}
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}
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}
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return damageNeeded;
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}
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}
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// Currently only used for destructible integration tests. Unless other uses are found for this, maybe this should just be removed and the tests redone.
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/// <summary>
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/// Event raised when a <see cref="DamageThreshold"/> is reached.
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/// </summary>
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public sealed class DamageThresholdReached : EntityEventArgs
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{
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public readonly DestructibleComponent Parent;
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public readonly DamageThreshold Threshold;
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public DamageThresholdReached(DestructibleComponent parent, DamageThreshold threshold)
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{
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Parent = parent;
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Threshold = threshold;
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}
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}
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}
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