Files
OldThink/Content.Shared/Damage/Systems/DamageableSystem.cs
Jabak 9f00d4b9aa Upstream (#148)
* Content changes for engine delta-state PR (#28134)

* Update GasTileOverlayState

* Update DecalGridState

* Update NavMapState

* poke

* poke2

* poke3

* Poke dem tests

* Update engine to v223.0.0 (#28239)

* Update RobustToolbox

* Improve InteractionSystem range & BUI checks (#27999)

* Improve InteractionSystem range & BUI checks

* Ghost fixes

* AAA

* Fix test

* fix nullable

* revert to broadcast event

* Fixes for eengine PR

* Ah buckle code

* )

* Update engine to v223.0.0

* Update engine to v223.1.0

* Update engine to v223.1.1

* Hotfix for crashes from bad item names (#28256)

* Fix weapon error logs (#28264)

* Update engine to v223.1.2 (#28273)

* Update RobustToolbox

* Update RobustToolbox

* Fix dud modular grenade visuals (#28265)

* Fix not networking whitelist and blacklist in storage component (#28238)

* fix id card console not updating records (#28237)

* fix id card console not updating records

* test

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Remove the network tab (#28231)

It is useless and bloat, if a user needs to change these settings they are free to modify their cvars manually via the clientconfig.toml file or via the cvar command.

* antag objective issuing refactor (#28216)

* add AntagObjectives from GenericAntag

* add AntagRandomObjectives that traitor and thief can use

* make ObjectivesSystem use initial character name which AntagSelection passes

* make thief and traitor use AntagRandomObjectives

* remove now unused locale

* make sleeper agents rule use baseTraitorRule

* restore dragon rule oop

* bandaid for genericantag

* real

* typo

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* move nukie profile loading into its own rule (#28208)

* move profile loading out of nukeops rule

* make BaseNukeopsRule and use AntagLoadProfileRule

* untroll

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* fix antagSelect

* Objects ordered through cargo system shouldn't start anchored (#28115)

* Order normal space heater instead of anchored variant

* Make sure ordered objects don't spawn anchored

* Order space heater flatpack instead of a regular space heater

* Remove obsolete TODO

* Remove unnecessary name

---------

Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>

* Move PendingZombieComponent to Shared (#28143)

* Move PendingZombieComponent to Shared

* network me boy

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Make it possible to hide full health bars below a total damage threshold (#28127)

* Make it possible to hide full health bars below a total damage threshold

* Fix not setting state

* Fix storage UI interactions (#28291)

* Fix storage UI interactions

* Add VV support

* Fix stripping not marking interactions as handled (#28292)

* Make NetworkConfigurator use BoundUserInterfaceCheckRangeEvent (#28293)

* Fix hypodarts not injecting with people that have ANY outerclothing (#28301)

Update darts.yml

* fix borg ui mispredict opening (#28305)

move borg ui junk to shared

* Add loadout group check (#28311)

Forgot to add it back in one of the rewrites.

* fix mirror server crashes (#28318)

* Remove bogus C# finalizers (#28315)

Begging people to learn how this programming language works before throwing random syntax into a file.

None of these finalizers ever worked. I also checked whether they were memory leaks and needed *proper* shutdown logic, but they're all instantiated-once UI controls that last for the entire lifetime of the program so it's probably fine.

* Cleans up some entity-related spawnmenu stuff (#28234)

* cleans up a lot of stuff in the spawnmenu

* skibidi dode

* spawners update

* Revert "spawners update"

This reverts commit bc27d9f556b29f6fb1f89cebbe0ac37e28319fd0.

* fix antag selection being evil (#28197)

* fix antag selection being evil

* fix test

* untroll the other tests

* remove role timer troll

* Allow tests to modify antag preferences

* Fix antag selection

* Misc test fixes

* Add AntagPreferenceTest

* Fix lazy mistakes

* Test cleanup

* Try stop players in lobbies from being assigned mid-round antags

* ranting

* I am going insane

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>

* Revert "fix mirror server crashes (#28318)"

This reverts commit bcb0e555b058a4049d0cdb32d64eaf86c35a67be.

* fix

* Update engine to 223.2.0 (#28329)

* Update RobustToolbox

* Update RobustToolbox

---------

Co-authored-by: Leon Friedrich <60421075+ElectroJr@users.noreply.github.com>
Co-authored-by: Tayrtahn <tayrtahn@gmail.com>
Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com>
Co-authored-by: deltanedas <39013340+deltanedas@users.noreply.github.com>
Co-authored-by: Vasilis <vasilis@pikachu.systems>
Co-authored-by: eoineoineoin <github@eoinrul.es>
Co-authored-by: Eoin Mcloughlin <helloworld@eoinrul.es>
Co-authored-by: Ady4ik <141335742+Ady4ik@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
Co-authored-by: Mr. 27 <45323883+Dutch-VanDerLinde@users.noreply.github.com>
Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
Co-authored-by: Flareguy <78941145+Flareguy@users.noreply.github.com>
Co-authored-by: ElectroJr <leonsfriedrich@gmail.com>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
2024-10-22 20:47:03 +03:00

382 lines
16 KiB
C#

using System.Linq;
using Content.Shared.Damage.Prototypes;
using Content.Shared.FixedPoint;
using Content.Shared.Inventory;
using Content.Shared.Mind.Components;
using Content.Shared.Mobs.Components;
using Content.Shared.Mobs.Systems;
using Content.Shared.Radiation.Events;
using Content.Shared.Rejuvenate;
using Content.Shared._White;
using Robust.Shared.Configuration;
using Robust.Shared.GameStates;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Shared.Damage
{
public sealed class DamageableSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly INetManager _netMan = default!;
[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
[Dependency] private readonly IConfigurationManager _cfg = default!;
private float DamageGetModifier { get; set; }
private void SetDamage(float value) => DamageGetModifier = value;
private EntityQuery<AppearanceComponent> _appearanceQuery;
private EntityQuery<DamageableComponent> _damageableQuery;
private EntityQuery<MindContainerComponent> _mindContainerQuery;
public override void Initialize()
{
_cfg.OnValueChanged(WhiteCVars.DamageGetModifier, SetDamage, true);
SubscribeLocalEvent<DamageableComponent, ComponentInit>(DamageableInit);
SubscribeLocalEvent<DamageableComponent, ComponentHandleState>(DamageableHandleState);
SubscribeLocalEvent<DamageableComponent, ComponentGetState>(DamageableGetState);
SubscribeLocalEvent<DamageableComponent, OnIrradiatedEvent>(OnIrradiated);
SubscribeLocalEvent<DamageableComponent, RejuvenateEvent>(OnRejuvenate);
_appearanceQuery = GetEntityQuery<AppearanceComponent>();
_damageableQuery = GetEntityQuery<DamageableComponent>();
_mindContainerQuery = GetEntityQuery<MindContainerComponent>();
}
/// <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.Damage.GetDamagePerGroup(_prototypeManager, component.DamagePerGroup);
component.TotalDamage = component.Damage.GetTotal();
}
/// <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(EntityUid uid, DamageableComponent damageable, DamageSpecifier damage)
{
damageable.Damage = damage;
DamageChanged(uid, 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(EntityUid uid, DamageableComponent component, DamageSpecifier? damageDelta = null,
bool interruptsDoAfters = true, EntityUid? origin = null)
{
component.Damage.GetDamagePerGroup(_prototypeManager, component.DamagePerGroup);
component.TotalDamage = component.Damage.GetTotal();
Dirty(uid, component);
if (_appearanceQuery.TryGetComponent(uid, out var appearance) && damageDelta != null)
{
var data = new DamageVisualizerGroupData(component.DamagePerGroup.Keys.ToList());
_appearance.SetData(uid, DamageVisualizerKeys.DamageUpdateGroups, data, appearance);
}
RaiseLocalEvent(uid, new DamageChangedEvent(component, damageDelta, interruptsDoAfters, origin));
}
/// <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,
bool interruptsDoAfters = true, DamageableComponent? damageable = null, EntityUid? origin = null)
{
if (!uid.HasValue || !_damageableQuery.Resolve(uid.Value, ref damageable, false))
{
// TODO BODY SYSTEM pass damage onto body system
return null;
}
if (damage.Empty)
{
return damage;
}
damage *= DamageGetModifier;
var before = new BeforeDamageChangedEvent(damage, origin);
RaiseLocalEvent(uid.Value, ref before);
if (before.Cancelled)
return null;
// Apply resistances
if (!ignoreResistances)
{
if (damageable.DamageModifierSetId != null &&
_prototypeManager.TryIndex<DamageModifierSetPrototype>(damageable.DamageModifierSetId, out var modifierSet))
{
// TODO DAMAGE PERFORMANCE
// use a local private field instead of creating a new dictionary here..
damage = DamageSpecifier.ApplyModifierSet(damage, modifierSet);
}
var ev = new DamageModifyEvent(damage, origin);
RaiseLocalEvent(uid.Value, ev);
damage = ev.Damage;
if (damage.Empty)
{
return damage;
}
}
// TODO DAMAGE PERFORMANCE
// Consider using a local private field instead of creating a new dictionary here.
// Would need to check that nothing ever tries to cache the delta.
var delta = new DamageSpecifier();
delta.DamageDict.EnsureCapacity(damage.DamageDict.Count);
var dict = damageable.Damage.DamageDict;
foreach (var (type, value) in damage.DamageDict)
{
// CollectionsMarshal my beloved.
if (!dict.TryGetValue(type, out var oldValue))
continue;
var newValue = FixedPoint2.Max(FixedPoint2.Zero, oldValue + value);
if (newValue == oldValue)
continue;
dict[type] = newValue;
delta.DamageDict[type] = newValue - oldValue;
}
if (delta.DamageDict.Count > 0)
DamageChanged(uid.Value, damageable, delta, interruptsDoAfters, origin);
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(EntityUid uid, 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(uid, component, new DamageSpecifier());
}
public void SetDamageModifierSetId(EntityUid uid, string? damageModifierSetId, DamageableComponent? comp = null) // WD EDIT
{
if (!_damageableQuery.Resolve(uid, ref comp))
return;
comp.DamageModifierSetId = damageModifierSetId;
Dirty(uid, comp);
}
private void DamageableGetState(EntityUid uid, DamageableComponent component, ref ComponentGetState args)
{
if (_netMan.IsServer)
{
args.State = new DamageableComponentState(component.Damage.DamageDict, component.DamageModifierSetId, component.HealthBarThreshold);
}
else
{
// avoid mispredicting damage on newly spawned entities.
args.State = new DamageableComponentState(component.Damage.DamageDict.ShallowClone(), component.DamageModifierSetId, component.HealthBarThreshold);
}
}
private void OnIrradiated(EntityUid uid, DamageableComponent component, OnIrradiatedEvent args)
{
var damageValue = FixedPoint2.New(args.TotalRads);
// Radiation should really just be a damage group instead of a list of types.
DamageSpecifier damage = new();
foreach (var typeId in component.RadiationDamageTypeIDs)
{
damage.DamageDict.Add(typeId, damageValue);
}
TryChangeDamage(uid, damage, interruptsDoAfters: false);
}
private void OnRejuvenate(EntityUid uid, DamageableComponent component, RejuvenateEvent args)
{
TryComp<MobThresholdsComponent>(uid, out var thresholds);
_mobThreshold.SetAllowRevives(uid, true, thresholds); // do this so that the state changes when we set the damage
SetAllDamage(uid, component, 0);
_mobThreshold.SetAllowRevives(uid, false, thresholds);
}
private void DamageableHandleState(EntityUid uid, DamageableComponent component, ref ComponentHandleState args)
{
if (args.Current is not DamageableComponentState state)
{
return;
}
component.DamageModifierSetId = state.ModifierSetId;
component.HealthBarThreshold = state.HealthBarThreshold;
// Has the damage actually changed?
DamageSpecifier newDamage = new() { DamageDict = new(state.DamageDict) };
var delta = component.Damage - newDamage;
delta.TrimZeros();
if (!delta.Empty)
{
component.Damage = newDamage;
DamageChanged(uid, component, delta);
}
}
}
/// <summary>
/// Raised before damage is done, so stuff can cancel it if necessary.
/// </summary>
[ByRefEvent]
public record struct BeforeDamageChangedEvent(DamageSpecifier Damage, EntityUid? Origin = null, bool Cancelled = false);
/// <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 sealed class DamageModifyEvent : EntityEventArgs, IInventoryRelayEvent
{
// Whenever locational damage is a thing, this should just check only that bit of armour.
public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
public readonly DamageSpecifier OriginalDamage;
public DamageSpecifier Damage;
public EntityUid? Origin;
public DamageModifyEvent(DamageSpecifier damage, EntityUid? origin = null)
{
OriginalDamage = damage;
Damage = damage;
Origin = origin;
}
}
public sealed 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;
/// <summary>
/// Does this event interrupt DoAfters?
/// Note: As provided in the constructor, this *does not* account for DamageIncreased.
/// As written into the event, this *does* account for DamageIncreased.
/// </summary>
public readonly bool InterruptsDoAfters;
/// <summary>
/// Contains the entity which caused the change in damage, if any was responsible.
/// </summary>
public readonly EntityUid? Origin;
public DamageChangedEvent(DamageableComponent damageable, DamageSpecifier? damageDelta, bool interruptsDoAfters, EntityUid? origin)
{
Damageable = damageable;
DamageDelta = damageDelta;
Origin = origin;
if (DamageDelta == null)
return;
foreach (var damageChange in DamageDelta.DamageDict.Values)
{
if (damageChange > 0)
{
DamageIncreased = true;
break;
}
}
InterruptsDoAfters = interruptsDoAfters && DamageIncreased;
}
}
}