* Give moldy food the "Trash" tag (#29380) Make moldy food items have the "Trash" tag, so they can be collected. * Add "Structure" tag to switches, buttons, and levers (#29378) shit Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es> * Revamped Meteor Swarm (#28974) * 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. * meteor fixes * improve meteor spawning (#29057) * Decrease meteor frequency (#29194) * Make Projectiles Only Hit a Variety of Station Objects Unless Clicked on (#28571) * Revert "Make Projectiles Only Hit a Variety of Station Objects Unless Clicked on (#28571)" This reverts commit 4f934f02f17ce55cabc03b965eb1df7738d63148. * Makes machine parts stackable, removes unused field in stack prototypes (#28434) * Makes machine parts stacks, removes unused field in stack prototypes * forgor * Fix tests * Fixes lathe construction. Yes. This sucks but there's no better way that doesnt involve refactoring machine parts completely * detail * a * Add pressure and temperature warning text to firelocks (#28341) * fix firelocks * missing nukies can be filled in by ghost roles (#28316) * Revert "missing nukies can be filled in by ghost roles (#28316)" This reverts commit 99f13e1e45bc778a4941316fde5d89d7b91337ce. * welding gas mask (#27108) * welding gas mask * eek * Canes + Cane Blade for Syndicate Librarians (#25873) * Cane + Cane Blade * Add - type: ContainerContainer * Add another - type: ContainerContainer * Fix and add proper ContainerContainer component * Add UserInterface component * Remove Space * Stat Changes * review --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * Fix stupid NPC. (#26868) * init commit * Review --------- Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> * fixes --------- Co-authored-by: VeritableCalamity <34698192+Veritable-Calamity@users.noreply.github.com> Co-authored-by: eoineoineoin <github@eoinrul.es> Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com> Co-authored-by: Cojoke <83733158+Cojoke-dot@users.noreply.github.com> Co-authored-by: AJCM-git <60196617+AJCM-git@users.noreply.github.com> Co-authored-by: ShadowCommander <10494922+ShadowCommander@users.noreply.github.com> Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com> Co-authored-by: Ps3Moira <113228053+ps3moira@users.noreply.github.com> Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com> Co-authored-by: Vigers Ray <60344369+VigersRay@users.noreply.github.com>
156 lines
6.7 KiB
C#
156 lines
6.7 KiB
C#
using System.Diagnostics.CodeAnalysis;
|
|
using Content.Server.Administration.Logs;
|
|
using Content.Server.Atmos.EntitySystems;
|
|
using Content.Server.Body.Systems;
|
|
using Content.Server.Chemistry.Containers.EntitySystems;
|
|
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.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;
|
|
|
|
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 SolutionContainerSystem 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)
|
|
{
|
|
foreach (var threshold in component.Thresholds)
|
|
{
|
|
if (threshold.Reached(args.Damageable, this))
|
|
{
|
|
RaiseLocalEvent(uid, new DamageThresholdReached(component, threshold), true);
|
|
|
|
// Convert behaviors into string for logs
|
|
var triggeredBehaviors = string.Join(", ", threshold.Behaviors.Select(b =>
|
|
{
|
|
if (b is DoActsBehavior doActsBehavior)
|
|
{
|
|
return $"{b.GetType().Name}:{doActsBehavior.Acts.ToString()}";
|
|
}
|
|
return b.GetType().Name;
|
|
}));
|
|
|
|
if (args.Origin != null)
|
|
{
|
|
_adminLogger.Add(LogType.Damaged, LogImpact.Medium,
|
|
$"{ToPrettyString(args.Origin.Value):actor} caused {ToPrettyString(uid):subject} to trigger [{triggeredBehaviors}]");
|
|
}
|
|
else
|
|
{
|
|
_adminLogger.Add(LogType.Damaged, LogImpact.Medium,
|
|
$"Unknown damage source caused {ToPrettyString(uid):subject} to trigger [{triggeredBehaviors}]");
|
|
}
|
|
|
|
threshold.Execute(uid, this, EntityManager, args.Origin);
|
|
}
|
|
|
|
// 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;
|
|
}
|
|
}
|
|
}
|