ECS damageable (#4529)
* ECS and damage Data * Comments and newlines * Added Comments * Make TryChangeDamageEvent immutable * Remove SetAllDamage event Use public SetAllDamage function instead * Undo destructible mistakes That was some shit code. * Rename DamageData to DamageSpecifier And misc small edits misc * Cache trigger prototypes. * Renaming destructible classes & functions * Revert "Cache trigger prototypes." This reverts commit 86bae15ba6616884dba75f552dfdfbe2d1fb6586. * Replace prototypes with prototype IDs. * Split damage.yml into individual files * move get/handle component state to system * Update HealthChange doc * Make godmode call Dirty() on damageable component * Add Initialize() to fix damage test * Make non-static * uncache resistance set prototype and trim DamageableComponentState * Remove unnecessary Dirty() calls during initialization * RemoveTryChangeDamageEvent * revert Dirty() * Fix MobState relying on DamageableComponent.Dirty() * Fix DisposalUnit Tests. These were previously failing, but because the async was not await-ed, this never raised the exception. After I fixed MobState component, this exception stopped happening and instead the assertions started being tested & failing * Disposal test 2: electric boogaloo * Fix typos/mistakes also add comments and fix spacing. * Use Uids instead of IEntity * fix merge * Comments, a merge issue, and making some damage ignore resistances * Extend DamageSpecifier and use it for DamageableComponent * fix master merge * Fix Disposal unit test. Again. Snapgrids were removed in master * Execute Exectute
This commit is contained in:
375
Content.Shared/Damage/DamageSpecifier.cs
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375
Content.Shared/Damage/DamageSpecifier.cs
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using Content.Shared.Damage.Prototypes;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
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using Robust.Shared.Utility;
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using Robust.Shared.ViewVariables;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace Content.Shared.Damage
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{
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// TODO DAMAGE UNITS Move this whole class away from, using integers. Also get rid of a lot of the rounding. Just
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// use DamageUnit math operators.
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/// <summary>
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/// This class represents a collection of damage types and damage values.
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/// </summary>
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/// <remarks>
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/// The actual damage information is stored in <see cref="DamageDict"/>. This class provides
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/// functions to apply resistance sets and supports basic math operations to modify this dictionary.
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/// </remarks>
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[DataDefinition]
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public class DamageSpecifier
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{
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[DataField("types", customTypeSerializer: typeof(PrototypeIdDictionarySerializer<int, DamageTypePrototype>))]
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private readonly Dictionary<string,int>? _damageTypeDictionary;
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[DataField("groups", customTypeSerializer: typeof(PrototypeIdDictionarySerializer<int, DamageGroupPrototype>))]
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private readonly Dictionary<string, int>? _damageGroupDictionary;
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/// <summary>
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/// Main DamageSpecifier dictionary. Most DamageSpecifier functions exist to somehow modifying this.
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/// </summary>
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[ViewVariables(VVAccess.ReadWrite)]
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public Dictionary<string, int> DamageDict
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{
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get
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{
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if (_damageDict == null)
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DeserializeDamage();
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return _damageDict!;
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}
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set => _damageDict = value;
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}
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private Dictionary<string, int>? _damageDict;
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/// <summary>
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/// Sum of the damage values.
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/// </summary>
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/// <remarks>
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/// Note that this being zero does not mean this damage has no effect. Healing in one type may cancel damage
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/// in another. For this purpose, you should instead use <see cref="TrimZeros()"/> and then check the <see
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/// cref="Empty"/> property.
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/// </remarks>
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public int Total => DamageDict.Values.Sum();
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/// <summary>
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/// Whether this damage specifier has any entries.
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/// </summary>
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public bool Empty => DamageDict.Count == 0;
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#region constructors
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/// <summary>
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/// Constructor that just results in an empty dictionary.
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/// </summary>
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public DamageSpecifier() { }
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/// <summary>
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/// Constructor that takes another DamageSpecifier instance and copies it.
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/// </summary>
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public DamageSpecifier(DamageSpecifier damageSpec)
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{
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DamageDict = new(damageSpec.DamageDict);
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}
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/// <summary>
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/// Constructor that takes a single damage type prototype and a damage value.
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/// </summary>
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public DamageSpecifier(DamageTypePrototype type, int value)
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{
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DamageDict = new() { { type.ID, value } };
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}
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/// <summary>
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/// Constructor that takes a single damage group prototype and a damage value. The value is divided between members of the damage group.
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/// </summary>
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public DamageSpecifier(DamageGroupPrototype group, int value)
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{
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_damageGroupDictionary = new() { { group.ID, value } };
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}
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#endregion constructors
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/// <summary>
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/// Combines the damage group and type datafield dictionaries into a single damage dictionary.
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/// </summary>
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public void DeserializeDamage()
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{
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// Add all the damage types by just copying the type dictionary (if it is not null).
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if (_damageTypeDictionary != null)
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{
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_damageDict = new(_damageTypeDictionary);
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}
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else
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{
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_damageDict = new();
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}
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if (_damageGroupDictionary == null)
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return;
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// Then resolve damage groups and add them
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var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
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foreach (var entry in _damageGroupDictionary)
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{
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if (!prototypeManager.TryIndex<DamageGroupPrototype>(entry.Key, out var group))
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{
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// This can happen if deserialized before prototypes are loaded.
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Logger.Error($"Unknown damage group given to DamageSpecifier: {entry.Key}");
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continue;
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}
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// Simply distribute evenly (except for rounding).
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// We do this by reducing remaining the # of types and damage every loop.
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var remainingTypes = group.DamageTypes.Count;
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var remainingDamage = entry.Value;
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foreach (var damageType in group.DamageTypes)
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{
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var damage = remainingDamage / remainingTypes;
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if (!_damageDict.TryAdd(damageType, damage))
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{
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// Key already exists, add values
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_damageDict[damageType] += damage;
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}
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remainingDamage -= damage;
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remainingTypes -= 1;
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}
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}
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}
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/// <summary>
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/// Reduce (or increase) damages by applying a resistance set.
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/// </summary>
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/// <remarks>
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/// Only applies resistance to a damage type if it is dealing damage, not healing.
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/// </remarks>
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public static DamageSpecifier ApplyResistanceSet(DamageSpecifier damageSpec, ResistanceSetPrototype resistanceSet)
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{
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// Make a copy of the given data. Don't modify the one passed to this function. I did this before, and weapons became
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// duller as you hit walls. Neat, but not intended. And confusing, when you realize your fists don't work no
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// more cause they're just bloody stumps.
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DamageSpecifier newDamage = new(damageSpec);
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foreach (var entry in newDamage.DamageDict)
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{
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if (entry.Value <= 0) continue;
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float newValue = entry.Value;
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if (resistanceSet.FlatReduction.TryGetValue(entry.Key, out var reduction))
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{
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newValue -= reduction;
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if (newValue <= 0)
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{
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// flat reductions cannot heal you
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newDamage.DamageDict[entry.Key] = 0;
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continue;
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}
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}
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if (resistanceSet.Coefficients.TryGetValue(entry.Key, out var coefficient))
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{
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// negative coefficients **can** heal you.
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newValue = MathF.Round(newValue*coefficient, MidpointRounding.AwayFromZero);
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}
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newDamage.DamageDict[entry.Key] = (int) newValue;
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}
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newDamage.TrimZeros();
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return newDamage;
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}
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/// <summary>
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/// Remove any damage entries with zero damage.
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/// </summary>
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public void TrimZeros()
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{
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foreach (var (key, value) in DamageDict)
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{
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if (value == 0)
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{
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DamageDict.Remove(key);
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}
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}
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}
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/// <summary>
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/// Clamps each damage value to be within the given range.
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/// </summary>
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public void Clamp(int minValue = 0, int maxValue = 0)
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{
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DebugTools.Assert(minValue < maxValue);
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ClampMax(maxValue);
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ClampMin(minValue);
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}
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/// <summary>
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/// Sets all damage values to be at least as large as the given number.
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/// </summary>
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/// <remarks>
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/// Note that this only acts on damage types present in the dictionary. It will not add new damage types.
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/// </remarks>
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public void ClampMin(int minValue = 0)
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{
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foreach (var (key, value) in DamageDict)
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{
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if (value < minValue)
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{
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DamageDict[key] = minValue;
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}
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}
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}
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/// <summary>
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/// Sets all damage values to be at most some number. Note that if a damage type is not present in the
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/// dictionary, these will not be added.
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/// </summary>
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public void ClampMax(int maxValue = 0)
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{
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foreach (var (key, value) in DamageDict)
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{
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if (value > maxValue)
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{
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DamageDict[key] = maxValue;
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}
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}
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}
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/// <summary>
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/// This adds the damage values of some other <see cref="DamageSpecifier"/> to the current one without
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/// adding any new damage types.
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/// </summary>
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/// <remarks>
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/// This is used for <see cref="DamageableComponent"/>s, such that only "supported" damage types are
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/// actually added to the component. In most other instances, you can just use the addition operator.
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/// </remarks>
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public void ExclusiveAdd(DamageSpecifier other)
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{
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foreach (var (type, value) in other.DamageDict)
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{
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if (DamageDict.ContainsKey(type))
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{
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DamageDict[type] += value;
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}
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}
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}
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/// <summary>
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/// Add up all the damage values for damage types that are members of a given group.
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/// </summary>
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/// <remarks>
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/// If no members of the group are included in this specifier, returns false.
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/// </remarks>
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public bool TryGetDamageInGroup(DamageGroupPrototype group, out int total)
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{
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bool containsMemeber = false;
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total = 0;
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foreach (var type in group.DamageTypes)
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{
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if (DamageDict.TryGetValue(type, out var value))
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{
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total += value;
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containsMemeber = true;
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}
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}
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return containsMemeber;
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}
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/// <summary>
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/// Returns a dictionary using <see cref="DamageGroupPrototype.ID"/> keys, with values calculated by adding
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/// up the values for each damage type in that group
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/// </summary>
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/// <remarks>
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/// If a damage type is associated with more than one supported damage group, it will contribute to the
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/// total of each group. If no members of a group are present in this <see cref="DamageSpecifier"/>, the
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/// group is not included in the resulting dictionary.
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/// </remarks>
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public Dictionary<string, int> GetDamagePerGroup()
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{
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var damageGroupDict = new Dictionary<string, int>();
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foreach (var group in IoCManager.Resolve<IPrototypeManager>().EnumeratePrototypes<DamageGroupPrototype>())
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{
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if (TryGetDamageInGroup(group, out var value))
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{
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damageGroupDict.Add(group.ID, value);
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}
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}
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return damageGroupDict;
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}
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#region Operators
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public static DamageSpecifier operator *(DamageSpecifier damageSpec, int factor)
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{
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DamageSpecifier newDamage = new();
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foreach (var entry in damageSpec.DamageDict)
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{
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newDamage.DamageDict.Add(entry.Key, entry.Value * factor);
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}
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return newDamage;
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}
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public static DamageSpecifier operator *(DamageSpecifier damageSpec, float factor)
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{
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DamageSpecifier newDamage = new();
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foreach (var entry in damageSpec.DamageDict)
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{
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newDamage.DamageDict.Add(entry.Key, (int) MathF.Round(entry.Value * factor, MidpointRounding.AwayFromZero));
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}
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return newDamage;
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}
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public static DamageSpecifier operator /(DamageSpecifier damageSpec, int factor)
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{
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DamageSpecifier newDamage = new();
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foreach (var entry in damageSpec.DamageDict)
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{
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newDamage.DamageDict.Add(entry.Key, (int) MathF.Round(entry.Value / (float) factor, MidpointRounding.AwayFromZero));
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}
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return newDamage;
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}
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public static DamageSpecifier operator /(DamageSpecifier damageSpec, float factor)
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{
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DamageSpecifier newDamage = new();
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foreach (var entry in damageSpec.DamageDict)
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{
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newDamage.DamageDict.Add(entry.Key, (int) MathF.Round(entry.Value / factor, MidpointRounding.AwayFromZero));
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}
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return newDamage;
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}
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public static DamageSpecifier operator +(DamageSpecifier damageSpecA, DamageSpecifier damageSpecB)
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{
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// Copy existing dictionary from dataA
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DamageSpecifier newDamage = new(damageSpecA);
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// Then just add types in B
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foreach (var entry in damageSpecB.DamageDict)
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{
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if (!newDamage.DamageDict.TryAdd(entry.Key, entry.Value))
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{
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// Key already exists, add values
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newDamage.DamageDict[entry.Key] += entry.Value;
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}
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}
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return newDamage;
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}
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public static DamageSpecifier operator -(DamageSpecifier damageSpecA, DamageSpecifier damageSpecB) => damageSpecA + -damageSpecB;
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public static DamageSpecifier operator +(DamageSpecifier damageSpec) => damageSpec;
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public static DamageSpecifier operator -(DamageSpecifier damageSpec) => damageSpec * -1;
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public static DamageSpecifier operator *(float factor, DamageSpecifier damageSpec) => damageSpec * factor;
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public static DamageSpecifier operator *(int factor, DamageSpecifier damageSpec) => damageSpec * factor;
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}
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#endregion
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}
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Reference in New Issue
Block a user