Files
tbd-station-14/Content.Server/Destructible/DestructibleSystem.cs
chromiumboy dfd3e36a0a Sentry turrets - Part 4: The sentry turret and its primary systems (#35123)
* Initial commit

* Removed mention of StationAiTurretComponent (for now)

* Prep for moving out of draft

* Fixing merge conflict

* Re-added new net frequencies to AI turrets

* Removed turret control content

* Removed unintended change

* Final tweaks

* Fixed incorrect file name

* Improvement to fire mode handling

* Addressed review comments

* Updated how turret wire panel auto-closing is handled

* Ranged NPCs no longer waste shots on stunned targets

* Fixed bug in tracking broken state

* Addressed review comments

* Bug fix

* Removed unnecessary event call
2025-03-29 12:55:58 -05:00

175 lines
7.6 KiB
C#

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