Damage movespeed (#5244)
This commit is contained in:
270
Content.Shared/Damage/Systems/DamageableSystem.cs
Normal file
270
Content.Shared/Damage/Systems/DamageableSystem.cs
Normal file
@@ -0,0 +1,270 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Content.Shared.Damage.Prototypes;
|
||||
using Content.Shared.FixedPoint;
|
||||
using Content.Shared.Movement.EntitySystems;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameStates;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Log;
|
||||
using Robust.Shared.Prototypes;
|
||||
|
||||
namespace Content.Shared.Damage
|
||||
{
|
||||
public class DamageableSystem : EntitySystem
|
||||
{
|
||||
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
SubscribeLocalEvent<DamageableComponent, ComponentInit>(DamageableInit);
|
||||
SubscribeLocalEvent<DamageableComponent, ComponentHandleState>(DamageableHandleState);
|
||||
SubscribeLocalEvent<DamageableComponent, ComponentGetState>(DamageableGetState);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initialize a damageable component
|
||||
/// </summary>
|
||||
private void DamageableInit(EntityUid uid, DamageableComponent component, ComponentInit _)
|
||||
{
|
||||
if (component.DamageContainerID != null &&
|
||||
_prototypeManager.TryIndex<DamageContainerPrototype>(component.DamageContainerID,
|
||||
out var damageContainerPrototype))
|
||||
{
|
||||
// Initialize damage dictionary, using the types and groups from the damage
|
||||
// container prototype
|
||||
foreach (var type in damageContainerPrototype.SupportedTypes)
|
||||
{
|
||||
component.Damage.DamageDict.TryAdd(type, FixedPoint2.Zero);
|
||||
}
|
||||
|
||||
foreach (var groupID in damageContainerPrototype.SupportedGroups)
|
||||
{
|
||||
var group = _prototypeManager.Index<DamageGroupPrototype>(groupID);
|
||||
foreach (var type in group.DamageTypes)
|
||||
{
|
||||
component.Damage.DamageDict.TryAdd(type, FixedPoint2.Zero);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// No DamageContainerPrototype was given. So we will allow the container to support all damage types
|
||||
foreach (var type in _prototypeManager.EnumeratePrototypes<DamageTypePrototype>())
|
||||
{
|
||||
component.Damage.DamageDict.TryAdd(type.ID, FixedPoint2.Zero);
|
||||
}
|
||||
}
|
||||
|
||||
component.DamagePerGroup = component.Damage.GetDamagePerGroup();
|
||||
component.TotalDamage = component.Damage.Total;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Directly sets the damage specifier of a damageable component.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Useful for some unfriendly folk. Also ensures that cached values are updated and that a damage changed
|
||||
/// event is raised.
|
||||
/// </remarks>
|
||||
public void SetDamage(DamageableComponent damageable, DamageSpecifier damage)
|
||||
{
|
||||
damageable.Damage = damage;
|
||||
DamageChanged(damageable);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// If the damage in a DamageableComponent was changed, this function should be called.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This updates cached damage information, flags the component as dirty, and raises a damage changed event.
|
||||
/// The damage changed event is used by other systems, such as damage thresholds.
|
||||
/// </remarks>
|
||||
public void DamageChanged(DamageableComponent component, DamageSpecifier? damageDelta = null)
|
||||
{
|
||||
component.DamagePerGroup = component.Damage.GetDamagePerGroup();
|
||||
component.TotalDamage = component.Damage.Total;
|
||||
component.Dirty();
|
||||
|
||||
if (EntityManager.TryGetComponent<SharedAppearanceComponent>(component.OwnerUid, out var appearance) && damageDelta != null)
|
||||
appearance.SetData(DamageVisualizerKeys.DamageUpdateGroups, damageDelta.GetDamagePerGroup().Keys.ToList());
|
||||
RaiseLocalEvent(component.OwnerUid, new DamageChangedEvent(component, damageDelta), false);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies damage specified via a <see cref="DamageSpecifier"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <see cref="DamageSpecifier"/> is effectively just a dictionary of damage types and damage values. This
|
||||
/// function just applies the container's resistances (unless otherwise specified) and then changes the
|
||||
/// stored damage data. Division of group damage into types is managed by <see cref="DamageSpecifier"/>.
|
||||
/// </remarks>
|
||||
/// <returns>
|
||||
/// Returns a <see cref="DamageSpecifier"/> with information about the actual damage changes. This will be
|
||||
/// null if the user had no applicable components that can take damage.
|
||||
/// </returns>
|
||||
public DamageSpecifier? TryChangeDamage(EntityUid uid, DamageSpecifier damage, bool ignoreResistances = false)
|
||||
{
|
||||
if (!EntityManager.TryGetComponent<DamageableComponent>(uid, out var damageable))
|
||||
{
|
||||
// TODO BODY SYSTEM pass damage onto body system
|
||||
return null;
|
||||
}
|
||||
|
||||
if (damage == null)
|
||||
{
|
||||
Logger.Error("Null DamageSpecifier. Probably because a required yaml field was not given.");
|
||||
return null;
|
||||
}
|
||||
|
||||
if (damage.Empty)
|
||||
{
|
||||
return damage;
|
||||
}
|
||||
|
||||
// Apply resistances
|
||||
if (!ignoreResistances)
|
||||
{
|
||||
if (damageable.DamageModifierSetId != null &&
|
||||
_prototypeManager.TryIndex<DamageModifierSetPrototype>(damageable.DamageModifierSetId, out var modifierSet))
|
||||
{
|
||||
damage = DamageSpecifier.ApplyModifierSet(damage, modifierSet);
|
||||
}
|
||||
|
||||
var ev = new DamageModifyEvent(damage);
|
||||
RaiseLocalEvent(uid, ev, false);
|
||||
damage = ev.Damage;
|
||||
|
||||
if (damage.Empty)
|
||||
{
|
||||
return damage;
|
||||
}
|
||||
}
|
||||
|
||||
// Copy the current damage, for calculating the difference
|
||||
DamageSpecifier oldDamage = new(damageable.Damage);
|
||||
|
||||
damageable.Damage.ExclusiveAdd(damage);
|
||||
damageable.Damage.ClampMin(FixedPoint2.Zero);
|
||||
|
||||
var delta = damageable.Damage - oldDamage;
|
||||
delta.TrimZeros();
|
||||
|
||||
if (!delta.Empty)
|
||||
{
|
||||
DamageChanged(damageable, delta);
|
||||
}
|
||||
|
||||
return delta;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets all damage types supported by a <see cref="DamageableComponent"/> to the specified value.
|
||||
/// </summary>
|
||||
/// <remakrs>
|
||||
/// Does nothing If the given damage value is negative.
|
||||
/// </remakrs>
|
||||
public void SetAllDamage(DamageableComponent component, FixedPoint2 newValue)
|
||||
{
|
||||
if (newValue < 0)
|
||||
{
|
||||
// invalid value
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var type in component.Damage.DamageDict.Keys)
|
||||
{
|
||||
component.Damage.DamageDict[type] = newValue;
|
||||
}
|
||||
|
||||
// Setting damage does not count as 'dealing' damage, even if it is set to a larger value, so we pass an
|
||||
// empty damage delta.
|
||||
DamageChanged(component, new DamageSpecifier());
|
||||
}
|
||||
|
||||
private void DamageableGetState(EntityUid uid, DamageableComponent component, ref ComponentGetState args)
|
||||
{
|
||||
args.State = new DamageableComponentState(component.Damage.DamageDict, component.DamageModifierSetId);
|
||||
}
|
||||
|
||||
private void DamageableHandleState(EntityUid uid, DamageableComponent component, ref ComponentHandleState args)
|
||||
{
|
||||
if (args.Current is not DamageableComponentState state)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
component.DamageModifierSetId = state.ModifierSetId;
|
||||
|
||||
// Has the damage actually changed?
|
||||
DamageSpecifier newDamage = new() { DamageDict = state.DamageDict };
|
||||
var delta = component.Damage - newDamage;
|
||||
delta.TrimZeros();
|
||||
|
||||
if (!delta.Empty)
|
||||
{
|
||||
component.Damage = newDamage;
|
||||
DamageChanged(component, delta);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Raised on an entity when damage is about to be dealt,
|
||||
/// in case anything else needs to modify it other than the base
|
||||
/// damageable component.
|
||||
///
|
||||
/// For example, armor.
|
||||
/// </summary>
|
||||
public class DamageModifyEvent : EntityEventArgs
|
||||
{
|
||||
public DamageSpecifier Damage;
|
||||
|
||||
public DamageModifyEvent(DamageSpecifier damage)
|
||||
{
|
||||
Damage = damage;
|
||||
}
|
||||
}
|
||||
|
||||
public class DamageChangedEvent : EntityEventArgs
|
||||
{
|
||||
/// <summary>
|
||||
/// This is the component whose damage was changed.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Given that nearly every component that cares about a change in the damage, needs to know the
|
||||
/// current damage values, directly passing this information prevents a lot of duplicate
|
||||
/// Owner.TryGetComponent() calls.
|
||||
/// </remarks>
|
||||
public readonly DamageableComponent Damageable;
|
||||
|
||||
/// <summary>
|
||||
/// The amount by which the damage has changed. If the damage was set directly to some number, this will be
|
||||
/// null.
|
||||
/// </summary>
|
||||
public readonly DamageSpecifier? DamageDelta;
|
||||
|
||||
/// <summary>
|
||||
/// Was any of the damage change dealing damage, or was it all healing?
|
||||
/// </summary>
|
||||
public readonly bool DamageIncreased = false;
|
||||
|
||||
public DamageChangedEvent(DamageableComponent damageable, DamageSpecifier? damageDelta)
|
||||
{
|
||||
Damageable = damageable;
|
||||
DamageDelta = damageDelta;
|
||||
|
||||
if (DamageDelta == null)
|
||||
return;
|
||||
|
||||
foreach (var damageChange in DamageDelta.DamageDict.Values)
|
||||
{
|
||||
if (damageChange > 0)
|
||||
{
|
||||
DamageIncreased = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user