2021-09-15 03:07:37 +10:00
|
|
|
using System.Linq;
|
2025-02-18 08:28:42 +01:00
|
|
|
using Content.Shared.CCVar;
|
|
|
|
|
using Content.Shared.Chemistry;
|
2021-09-15 03:07:37 +10:00
|
|
|
using Content.Shared.Damage.Prototypes;
|
2021-11-03 16:48:03 -07:00
|
|
|
using Content.Shared.FixedPoint;
|
2022-01-10 17:37:20 +13:00
|
|
|
using Content.Shared.Inventory;
|
2023-11-19 17:44:42 +00:00
|
|
|
using Content.Shared.Mind.Components;
|
2023-05-02 20:10:19 -04:00
|
|
|
using Content.Shared.Mobs.Components;
|
|
|
|
|
using Content.Shared.Mobs.Systems;
|
2022-04-28 15:36:25 +03:00
|
|
|
using Content.Shared.Radiation.Events;
|
2022-09-14 19:30:56 +02:00
|
|
|
using Content.Shared.Rejuvenate;
|
2025-02-18 08:28:42 +01:00
|
|
|
using Robust.Shared.Configuration;
|
2021-09-15 03:07:37 +10:00
|
|
|
using Robust.Shared.GameStates;
|
2023-01-03 19:43:35 +13:00
|
|
|
using Robust.Shared.Network;
|
2021-09-15 03:07:37 +10:00
|
|
|
using Robust.Shared.Prototypes;
|
2022-09-09 09:08:14 +10:00
|
|
|
using Robust.Shared.Utility;
|
2021-09-15 03:07:37 +10:00
|
|
|
|
|
|
|
|
namespace Content.Shared.Damage
|
|
|
|
|
{
|
2022-02-16 00:23:23 -07:00
|
|
|
public sealed class DamageableSystem : EntitySystem
|
2021-09-15 03:07:37 +10:00
|
|
|
{
|
|
|
|
|
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
|
2022-10-04 14:24:19 +11:00
|
|
|
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
|
2023-01-03 19:43:35 +13:00
|
|
|
[Dependency] private readonly INetManager _netMan = default!;
|
2023-05-02 20:10:19 -04:00
|
|
|
[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
|
2025-02-18 08:28:42 +01:00
|
|
|
[Dependency] private readonly IConfigurationManager _config = default!;
|
|
|
|
|
[Dependency] private readonly SharedChemistryGuideDataSystem _chemistryGuideData = default!;
|
2021-09-15 03:07:37 +10:00
|
|
|
|
2023-10-09 03:27:41 +11:00
|
|
|
private EntityQuery<AppearanceComponent> _appearanceQuery;
|
|
|
|
|
private EntityQuery<DamageableComponent> _damageableQuery;
|
2023-11-19 17:44:42 +00:00
|
|
|
private EntityQuery<MindContainerComponent> _mindContainerQuery;
|
2023-10-09 03:27:41 +11:00
|
|
|
|
2025-02-18 08:28:42 +01:00
|
|
|
public float UniversalAllDamageModifier { get; private set; } = 1f;
|
|
|
|
|
public float UniversalAllHealModifier { get; private set; } = 1f;
|
|
|
|
|
public float UniversalMeleeDamageModifier { get; private set; } = 1f;
|
|
|
|
|
public float UniversalProjectileDamageModifier { get; private set; } = 1f;
|
|
|
|
|
public float UniversalHitscanDamageModifier { get; private set; } = 1f;
|
|
|
|
|
public float UniversalReagentDamageModifier { get; private set; } = 1f;
|
|
|
|
|
public float UniversalReagentHealModifier { get; private set; } = 1f;
|
|
|
|
|
public float UniversalExplosionDamageModifier { get; private set; } = 1f;
|
|
|
|
|
public float UniversalThrownDamageModifier { get; private set; } = 1f;
|
|
|
|
|
public float UniversalTopicalsHealModifier { get; private set; } = 1f;
|
2025-03-21 00:01:35 +01:00
|
|
|
public float UniversalMobDamageModifier { get; private set; } = 1f;
|
2025-02-18 08:28:42 +01:00
|
|
|
|
2021-09-15 03:07:37 +10:00
|
|
|
public override void Initialize()
|
|
|
|
|
{
|
|
|
|
|
SubscribeLocalEvent<DamageableComponent, ComponentInit>(DamageableInit);
|
|
|
|
|
SubscribeLocalEvent<DamageableComponent, ComponentHandleState>(DamageableHandleState);
|
|
|
|
|
SubscribeLocalEvent<DamageableComponent, ComponentGetState>(DamageableGetState);
|
2022-04-28 15:36:25 +03:00
|
|
|
SubscribeLocalEvent<DamageableComponent, OnIrradiatedEvent>(OnIrradiated);
|
2022-09-14 19:30:56 +02:00
|
|
|
SubscribeLocalEvent<DamageableComponent, RejuvenateEvent>(OnRejuvenate);
|
2023-10-09 03:27:41 +11:00
|
|
|
|
|
|
|
|
_appearanceQuery = GetEntityQuery<AppearanceComponent>();
|
|
|
|
|
_damageableQuery = GetEntityQuery<DamageableComponent>();
|
2023-11-19 17:44:42 +00:00
|
|
|
_mindContainerQuery = GetEntityQuery<MindContainerComponent>();
|
2025-02-18 08:28:42 +01:00
|
|
|
|
|
|
|
|
// Damage modifier CVars are updated and stored here to be queried in other systems.
|
|
|
|
|
// Note that certain modifiers requires reloading the guidebook.
|
|
|
|
|
Subs.CVar(_config, CCVars.PlaytestAllDamageModifier, value =>
|
|
|
|
|
{
|
|
|
|
|
UniversalAllDamageModifier = value;
|
|
|
|
|
_chemistryGuideData.ReloadAllReagentPrototypes();
|
|
|
|
|
}, true);
|
|
|
|
|
Subs.CVar(_config, CCVars.PlaytestAllHealModifier, value =>
|
|
|
|
|
{
|
|
|
|
|
UniversalAllHealModifier = value;
|
|
|
|
|
_chemistryGuideData.ReloadAllReagentPrototypes();
|
|
|
|
|
}, true);
|
|
|
|
|
Subs.CVar(_config, CCVars.PlaytestProjectileDamageModifier, value => UniversalProjectileDamageModifier = value, true);
|
|
|
|
|
Subs.CVar(_config, CCVars.PlaytestMeleeDamageModifier, value => UniversalMeleeDamageModifier = value, true);
|
|
|
|
|
Subs.CVar(_config, CCVars.PlaytestProjectileDamageModifier, value => UniversalProjectileDamageModifier = value, true);
|
|
|
|
|
Subs.CVar(_config, CCVars.PlaytestHitscanDamageModifier, value => UniversalHitscanDamageModifier = value, true);
|
|
|
|
|
Subs.CVar(_config, CCVars.PlaytestReagentDamageModifier, value =>
|
|
|
|
|
{
|
|
|
|
|
UniversalReagentDamageModifier = value;
|
|
|
|
|
_chemistryGuideData.ReloadAllReagentPrototypes();
|
|
|
|
|
}, true);
|
|
|
|
|
Subs.CVar(_config, CCVars.PlaytestReagentHealModifier, value =>
|
|
|
|
|
{
|
|
|
|
|
UniversalReagentHealModifier = value;
|
|
|
|
|
_chemistryGuideData.ReloadAllReagentPrototypes();
|
|
|
|
|
}, true);
|
|
|
|
|
Subs.CVar(_config, CCVars.PlaytestExplosionDamageModifier, value => UniversalExplosionDamageModifier = value, true);
|
|
|
|
|
Subs.CVar(_config, CCVars.PlaytestThrownDamageModifier, value => UniversalThrownDamageModifier = value, true);
|
|
|
|
|
Subs.CVar(_config, CCVars.PlaytestTopicalsHealModifier, value => UniversalTopicalsHealModifier = value, true);
|
2025-03-21 00:01:35 +01:00
|
|
|
Subs.CVar(_config, CCVars.PlaytestMobDamageModifier, value => UniversalMobDamageModifier = value, true);
|
2021-09-15 03:07:37 +10:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
/// Initialize a damageable component
|
|
|
|
|
/// </summary>
|
|
|
|
|
private void DamageableInit(EntityUid uid, DamageableComponent component, ComponentInit _)
|
|
|
|
|
{
|
2021-09-15 15:51:13 -07:00
|
|
|
if (component.DamageContainerID != null &&
|
2025-09-09 18:17:56 +02:00
|
|
|
_prototypeManager.Resolve<DamageContainerPrototype>(component.DamageContainerID,
|
2021-09-15 03:07:37 +10:00
|
|
|
out var damageContainerPrototype))
|
|
|
|
|
{
|
|
|
|
|
// Initialize damage dictionary, using the types and groups from the damage
|
|
|
|
|
// container prototype
|
|
|
|
|
foreach (var type in damageContainerPrototype.SupportedTypes)
|
|
|
|
|
{
|
2021-11-03 16:48:03 -07:00
|
|
|
component.Damage.DamageDict.TryAdd(type, FixedPoint2.Zero);
|
2021-09-15 03:07:37 +10:00
|
|
|
}
|
|
|
|
|
|
2023-10-09 03:27:41 +11:00
|
|
|
foreach (var groupId in damageContainerPrototype.SupportedGroups)
|
2021-09-15 03:07:37 +10:00
|
|
|
{
|
2023-10-09 03:27:41 +11:00
|
|
|
var group = _prototypeManager.Index<DamageGroupPrototype>(groupId);
|
2021-09-15 03:07:37 +10:00
|
|
|
foreach (var type in group.DamageTypes)
|
|
|
|
|
{
|
2021-11-03 16:48:03 -07:00
|
|
|
component.Damage.DamageDict.TryAdd(type, FixedPoint2.Zero);
|
2021-09-15 03:07:37 +10:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// No DamageContainerPrototype was given. So we will allow the container to support all damage types
|
|
|
|
|
foreach (var type in _prototypeManager.EnumeratePrototypes<DamageTypePrototype>())
|
|
|
|
|
{
|
2021-11-03 16:48:03 -07:00
|
|
|
component.Damage.DamageDict.TryAdd(type.ID, FixedPoint2.Zero);
|
2021-09-15 03:07:37 +10:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2023-10-09 03:27:41 +11:00
|
|
|
component.Damage.GetDamagePerGroup(_prototypeManager, component.DamagePerGroup);
|
|
|
|
|
component.TotalDamage = component.Damage.GetTotal();
|
2021-09-15 03:07:37 +10:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <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>
|
2023-03-13 00:19:05 +11:00
|
|
|
public void SetDamage(EntityUid uid, DamageableComponent damageable, DamageSpecifier damage)
|
2021-09-15 03:07:37 +10:00
|
|
|
{
|
|
|
|
|
damageable.Damage = damage;
|
2023-03-13 00:19:05 +11:00
|
|
|
DamageChanged(uid, damageable);
|
2021-09-15 03:07:37 +10:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <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>
|
2023-03-13 00:19:05 +11:00
|
|
|
public void DamageChanged(EntityUid uid, DamageableComponent component, DamageSpecifier? damageDelta = null,
|
2022-10-08 12:15:27 +02:00
|
|
|
bool interruptsDoAfters = true, EntityUid? origin = null)
|
2021-09-15 03:07:37 +10:00
|
|
|
{
|
2023-10-09 03:27:41 +11:00
|
|
|
component.Damage.GetDamagePerGroup(_prototypeManager, component.DamagePerGroup);
|
|
|
|
|
component.TotalDamage = component.Damage.GetTotal();
|
|
|
|
|
Dirty(uid, component);
|
2021-10-29 01:04:24 -07:00
|
|
|
|
2023-10-09 03:27:41 +11:00
|
|
|
if (_appearanceQuery.TryGetComponent(uid, out var appearance) && damageDelta != null)
|
2022-01-31 05:34:48 +13:00
|
|
|
{
|
2023-06-19 05:22:41 +12:00
|
|
|
var data = new DamageVisualizerGroupData(component.DamagePerGroup.Keys.ToList());
|
2023-03-13 00:19:05 +11:00
|
|
|
_appearance.SetData(uid, DamageVisualizerKeys.DamageUpdateGroups, data, appearance);
|
2022-01-31 05:34:48 +13:00
|
|
|
}
|
2023-03-13 00:19:05 +11:00
|
|
|
RaiseLocalEvent(uid, new DamageChangedEvent(component, damageDelta, interruptsDoAfters, origin));
|
2021-09-15 03:07:37 +10:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/// <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>
|
2021-12-06 14:00:39 +01:00
|
|
|
public DamageSpecifier? TryChangeDamage(EntityUid? uid, DamageSpecifier damage, bool ignoreResistances = false,
|
2022-10-08 12:15:27 +02:00
|
|
|
bool interruptsDoAfters = true, DamageableComponent? damageable = null, EntityUid? origin = null)
|
2021-09-15 03:07:37 +10:00
|
|
|
{
|
2023-10-09 03:27:41 +11:00
|
|
|
if (!uid.HasValue || !_damageableQuery.Resolve(uid.Value, ref damageable, false))
|
2021-09-15 03:07:37 +10:00
|
|
|
{
|
|
|
|
|
// TODO BODY SYSTEM pass damage onto body system
|
|
|
|
|
return null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (damage.Empty)
|
|
|
|
|
{
|
|
|
|
|
return damage;
|
|
|
|
|
}
|
|
|
|
|
|
2023-08-27 17:28:59 +01:00
|
|
|
var before = new BeforeDamageChangedEvent(damage, origin);
|
2023-03-23 11:57:15 -07:00
|
|
|
RaiseLocalEvent(uid.Value, ref before);
|
|
|
|
|
|
|
|
|
|
if (before.Cancelled)
|
|
|
|
|
return null;
|
|
|
|
|
|
2021-09-15 03:07:37 +10:00
|
|
|
// Apply resistances
|
2021-10-18 16:24:37 -07:00
|
|
|
if (!ignoreResistances)
|
2021-09-15 03:07:37 +10:00
|
|
|
{
|
2021-10-18 16:24:37 -07:00
|
|
|
if (damageable.DamageModifierSetId != null &&
|
2025-09-09 18:17:56 +02:00
|
|
|
_prototypeManager.Resolve<DamageModifierSetPrototype>(damageable.DamageModifierSetId, out var modifierSet))
|
2021-09-15 03:07:37 +10:00
|
|
|
{
|
2023-10-09 03:27:41 +11:00
|
|
|
// TODO DAMAGE PERFORMANCE
|
|
|
|
|
// use a local private field instead of creating a new dictionary here..
|
2021-09-15 15:51:13 -07:00
|
|
|
damage = DamageSpecifier.ApplyModifierSet(damage, modifierSet);
|
2021-09-15 03:07:37 +10:00
|
|
|
}
|
|
|
|
|
|
2023-08-27 17:28:59 +01:00
|
|
|
var ev = new DamageModifyEvent(damage, origin);
|
2023-03-13 00:19:05 +11:00
|
|
|
RaiseLocalEvent(uid.Value, ev);
|
2021-10-18 16:24:37 -07:00
|
|
|
damage = ev.Damage;
|
|
|
|
|
|
2021-09-15 03:07:37 +10:00
|
|
|
if (damage.Empty)
|
|
|
|
|
{
|
|
|
|
|
return damage;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2025-02-18 08:28:42 +01:00
|
|
|
damage = ApplyUniversalAllModifiers(damage);
|
|
|
|
|
|
2023-10-09 03:27:41 +11:00
|
|
|
// 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);
|
2021-09-15 03:07:37 +10:00
|
|
|
|
2023-10-09 03:27:41 +11:00
|
|
|
var dict = damageable.Damage.DamageDict;
|
|
|
|
|
foreach (var (type, value) in damage.DamageDict)
|
|
|
|
|
{
|
|
|
|
|
// CollectionsMarshal my beloved.
|
|
|
|
|
if (!dict.TryGetValue(type, out var oldValue))
|
|
|
|
|
continue;
|
2021-09-15 03:07:37 +10:00
|
|
|
|
2023-10-09 03:27:41 +11:00
|
|
|
var newValue = FixedPoint2.Max(FixedPoint2.Zero, oldValue + value);
|
|
|
|
|
if (newValue == oldValue)
|
|
|
|
|
continue;
|
2021-09-15 03:07:37 +10:00
|
|
|
|
2023-10-09 03:27:41 +11:00
|
|
|
dict[type] = newValue;
|
|
|
|
|
delta.DamageDict[type] = newValue - oldValue;
|
2021-09-15 03:07:37 +10:00
|
|
|
}
|
|
|
|
|
|
2023-10-09 03:27:41 +11:00
|
|
|
if (delta.DamageDict.Count > 0)
|
|
|
|
|
DamageChanged(uid.Value, damageable, delta, interruptsDoAfters, origin);
|
|
|
|
|
|
2021-09-15 03:07:37 +10:00
|
|
|
return delta;
|
|
|
|
|
}
|
|
|
|
|
|
2025-02-18 08:28:42 +01:00
|
|
|
/// <summary>
|
|
|
|
|
/// Applies the two univeral "All" modifiers, if set.
|
|
|
|
|
/// Individual damage source modifiers are set in their respective code.
|
|
|
|
|
/// </summary>
|
|
|
|
|
/// <param name="damage">The damage to be changed.</param>
|
|
|
|
|
public DamageSpecifier ApplyUniversalAllModifiers(DamageSpecifier damage)
|
|
|
|
|
{
|
|
|
|
|
// Checks for changes first since they're unlikely in normal play.
|
|
|
|
|
if (UniversalAllDamageModifier == 1f && UniversalAllHealModifier == 1f)
|
|
|
|
|
return damage;
|
|
|
|
|
|
|
|
|
|
foreach (var (key, value) in damage.DamageDict)
|
|
|
|
|
{
|
|
|
|
|
if (value == 0)
|
|
|
|
|
continue;
|
|
|
|
|
|
|
|
|
|
if (value > 0)
|
|
|
|
|
{
|
|
|
|
|
damage.DamageDict[key] *= UniversalAllDamageModifier;
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (value < 0)
|
|
|
|
|
{
|
|
|
|
|
damage.DamageDict[key] *= UniversalAllHealModifier;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return damage;
|
|
|
|
|
}
|
|
|
|
|
|
2021-09-15 03:07:37 +10:00
|
|
|
/// <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>
|
2023-03-13 00:19:05 +11:00
|
|
|
public void SetAllDamage(EntityUid uid, DamageableComponent component, FixedPoint2 newValue)
|
2021-09-15 03:07:37 +10:00
|
|
|
{
|
|
|
|
|
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.
|
2023-03-13 00:19:05 +11:00
|
|
|
DamageChanged(uid, component, new DamageSpecifier());
|
2021-09-15 03:07:37 +10:00
|
|
|
}
|
|
|
|
|
|
2025-03-29 12:55:58 -05:00
|
|
|
public void SetDamageModifierSetId(EntityUid uid, string? damageModifierSetId, DamageableComponent? comp = null)
|
2022-04-18 18:30:22 -04:00
|
|
|
{
|
2023-10-09 03:27:41 +11:00
|
|
|
if (!_damageableQuery.Resolve(uid, ref comp))
|
2022-04-18 18:30:22 -04:00
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
comp.DamageModifierSetId = damageModifierSetId;
|
2023-10-09 03:27:41 +11:00
|
|
|
Dirty(uid, comp);
|
2022-04-18 18:30:22 -04:00
|
|
|
}
|
2022-04-28 15:36:25 +03:00
|
|
|
|
2021-09-15 03:07:37 +10:00
|
|
|
private void DamageableGetState(EntityUid uid, DamageableComponent component, ref ComponentGetState args)
|
|
|
|
|
{
|
2023-01-03 19:43:35 +13:00
|
|
|
if (_netMan.IsServer)
|
|
|
|
|
{
|
2025-02-12 23:46:02 -05:00
|
|
|
args.State = new DamageableComponentState(component.Damage.DamageDict, component.DamageContainerID, component.DamageModifierSetId, component.HealthBarThreshold);
|
2023-01-03 19:43:35 +13:00
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
// avoid mispredicting damage on newly spawned entities.
|
2025-02-12 23:46:02 -05:00
|
|
|
args.State = new DamageableComponentState(component.Damage.DamageDict.ShallowClone(), component.DamageContainerID, component.DamageModifierSetId, component.HealthBarThreshold);
|
2023-01-03 19:43:35 +13:00
|
|
|
}
|
2021-09-15 03:07:37 +10:00
|
|
|
}
|
|
|
|
|
|
2022-04-28 15:36:25 +03:00
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
|
3mo xeno archeology (first phase) (#33370)
* DAG Adjacency Matrix & Tests
* Fix sandbox type errors
* First pass on procgen
* Procgen adjustments
* Networking
* Cruft and god and beauty and analysis console
* convert to data types that dont make me want to kill myself
* starting work on console UI
* drawing nodes n shit
* damn that ui FUCKS
* XAT
* Add a bunch of basic triggers
* Fix trigger gen
* Add node info into the analysis console UI
* Add node unlocking
* more trigger cuz thats pretty cool
* final triggers + incorporate gnostic faith
* some ui changes, mostly
* Fix orphaned procgen segments
* its not random dipshit
* yeah... this one will make pjb happy....
* we call it a day for the UI
* imagine... shared power code...
* extraction WIP but we gotta sidequest momentarily
* oh hey would you look at that its the actual functionality
* distrotrased
* Small departure for randomness.
* ok yep yep indeed that is an effect very cool.
* thanos snap oldcode
* fuck it we ball
* feat: node scanner now displays triggered nodes. Removed unused old artifact systems and related code (most of it). xml-doc and minor fixups.
* refactor: most of preparations, cleanup and groundwork. also segment-related tests
* feature: all basic effects returning
* feat: finished effects lits, created weight lists for struct and handheld artifacts, fixed throw trigger and music ApplyComponent artifact effects not working
* feat: prevent non-first-time-predicted calls in shared artifact effect systems
* fix: remove gun effect from artifact effects - as it interferes with 'activate artefact' action
* fix: foam reagent selection, neat ApplyComponents art effect scenarios, handheld art is RadiationReceiver again
* fix: moved spawn/ pry&throw effect systems back to server part of code - entity duplication bugs were not quite fun
* refactor: fix protos
* refactor: fix linter
* fix: fix old artifact component names in yml
* fix: no more throwing error on artifact spawn with empty XAEFoamComponent.Reagents
* fix: removed old component usage in maps
* fix: remove more deleted components from map
* fix: ContainerContainer is now part of initial artifact entity, it won't be affecting UninitializedSaveTest
* refactor: fix tests, add loc description to toolshed commands
* Changed node scanner to tell the whole story about current artifact state
* refactor: remove excessive get of EntityCoordinates in XAE systems, removed Value access in NodeScannerDisplay
* fix: turned off TriggerInteraction, removed XAESpawn usage and system, EmpSystem now can use EntityCoordinates,
* fix: moved SharedXenoArtifactSystem.CancelUnlockingOnGraphStructureChange into RebuildXenoArtifactMetaData to lessen code coupling
* fix: XenoArtifactEffectJunkSpawn moved invalid rolls declaration
* refactor: set default value for XenoArtifactComponent.EffectsTable for tests
* fix: now explosions XAE can be activated for effect
* refactor: added some usedelay so artifactuse would'nt be spammed
* refactor: artifact-related hints improvements
* fix: artifact no longer spawns fauna into itself
* refactor: xml-doc and minor refactoring
* refactor: xml-doc for Xeno Artifact systems, renaming of questionable XAT systems
* map for playtest, TODO REVERT THIS
* fix: magboots trigger art from a mile
* refactor: bind artifact animation to unlocking state
* feat: radiation dmg now have reference to source (and artifacts won't irradiate themselves)
* fix: random artifact node durability now is rolled for max and not current value
* refactor: gas effects are more rare, hand-held artifact effects are filtered properly now, rad dmg trigger now requires only 20 dmg for activation
* feat: animations and sound effects for artifact force-use and failed finish of unlocking phase
* use only 1 file with art use animation
* refactor: minor artifact dmg triggers tuning
* feat: now nodes that CAN be unlocked are displayed with specific color in console.
* feat: now unlocking stage time is dynamic and it depends on amount of triggers player activated correctly. Failed one stops incrementing
* feat: now non-active unlocked nodes return more points if durability was not wasted
* feat: now puddle/foam effects change description of node
* fix: fix test failure
* refactor: renamed phasing effect, fixed failing test for elkridge
* minor balance changes
* refactor: split rare materials into separate effects
* feat: unlocked nodes without successor wont listen to unlocks, node unlock is not activating node
* fix: removed OnIrradiatedEvent duplicate c-tor
* revert changes of reach for playtest
* revert last row empty line removal on reach.yml
* fix: fix PVS bug, born from attempt to relay event to art nodes that were not synced yet to the client
* fix: fix elkridge for tests (again)
* refactor: xml-doc, more stuff predicted, allocation optimization in XAE/XAT systems
* refactor: naming
* refactor: extract variable refactor for XAEApplyComponentsSystem.OnActivated insides
* fix: duplicate xeno artifact unlocking sound fixed
* feat: CreatePuddle xeno artifact effect now can have min and max borders for chamicals to be drafted, minor XAECreatePuddleSystem refactor
* feat: networking for shared XAE components + xml-doc leftovers
* refactor: more xml-doc, fix XAEApplyComponentsComponent.Components not being serializable but trying to be
* refactor: xml-docs and XAEThrowThingsAroundSystem now uses circle and not box for prying tiles
* refactor: xml-docs, minor refactors
* revert XenoArtifactCommand.ArtifactPrototype being PrototId
* refactor: simplify the way ExtractionResearchLabel works
---------
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: pa.pecherskij <pa.pecherskij@interfax.ru>
2025-04-15 03:34:53 +03:00
|
|
|
TryChangeDamage(uid, damage, interruptsDoAfters: false, origin: args.Origin);
|
2022-04-28 15:36:25 +03:00
|
|
|
}
|
|
|
|
|
|
2022-09-14 19:30:56 +02:00
|
|
|
private void OnRejuvenate(EntityUid uid, DamageableComponent component, RejuvenateEvent args)
|
|
|
|
|
{
|
2023-05-02 20:10:19 -04:00
|
|
|
TryComp<MobThresholdsComponent>(uid, out var thresholds);
|
|
|
|
|
_mobThreshold.SetAllowRevives(uid, true, thresholds); // do this so that the state changes when we set the damage
|
2023-03-13 00:19:05 +11:00
|
|
|
SetAllDamage(uid, component, 0);
|
2023-05-02 20:10:19 -04:00
|
|
|
_mobThreshold.SetAllowRevives(uid, false, thresholds);
|
2022-09-14 19:30:56 +02:00
|
|
|
}
|
|
|
|
|
|
2021-09-15 03:07:37 +10:00
|
|
|
private void DamageableHandleState(EntityUid uid, DamageableComponent component, ref ComponentHandleState args)
|
|
|
|
|
{
|
|
|
|
|
if (args.Current is not DamageableComponentState state)
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2025-02-12 23:46:02 -05:00
|
|
|
component.DamageContainerID = state.DamageContainerId;
|
2021-09-15 15:51:13 -07:00
|
|
|
component.DamageModifierSetId = state.ModifierSetId;
|
2024-05-25 14:07:27 -07:00
|
|
|
component.HealthBarThreshold = state.HealthBarThreshold;
|
2021-09-15 03:07:37 +10:00
|
|
|
|
|
|
|
|
// Has the damage actually changed?
|
2022-01-31 05:34:48 +13:00
|
|
|
DamageSpecifier newDamage = new() { DamageDict = new(state.DamageDict) };
|
2025-07-03 01:20:31 +02:00
|
|
|
var delta = newDamage - component.Damage;
|
2021-09-15 03:07:37 +10:00
|
|
|
delta.TrimZeros();
|
|
|
|
|
|
|
|
|
|
if (!delta.Empty)
|
|
|
|
|
{
|
|
|
|
|
component.Damage = newDamage;
|
2023-03-13 00:19:05 +11:00
|
|
|
DamageChanged(uid, component, delta);
|
2021-09-15 03:07:37 +10:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2023-03-23 11:57:15 -07:00
|
|
|
/// <summary>
|
|
|
|
|
/// Raised before damage is done, so stuff can cancel it if necessary.
|
|
|
|
|
/// </summary>
|
|
|
|
|
[ByRefEvent]
|
2023-10-09 03:27:41 +11:00
|
|
|
public record struct BeforeDamageChangedEvent(DamageSpecifier Damage, EntityUid? Origin = null, bool Cancelled = false);
|
2023-03-23 11:57:15 -07:00
|
|
|
|
2021-10-18 16:24:37 -07:00
|
|
|
/// <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>
|
2022-02-16 00:23:23 -07:00
|
|
|
public sealed class DamageModifyEvent : EntityEventArgs, IInventoryRelayEvent
|
2021-10-18 16:24:37 -07:00
|
|
|
{
|
2022-01-10 17:37:20 +13:00
|
|
|
// Whenever locational damage is a thing, this should just check only that bit of armour.
|
|
|
|
|
public SlotFlags TargetSlots { get; } = ~SlotFlags.POCKET;
|
|
|
|
|
|
2023-06-05 05:23:54 +03:00
|
|
|
public readonly DamageSpecifier OriginalDamage;
|
2021-10-18 16:24:37 -07:00
|
|
|
public DamageSpecifier Damage;
|
2023-08-27 17:28:59 +01:00
|
|
|
public EntityUid? Origin;
|
2021-10-18 16:24:37 -07:00
|
|
|
|
2023-08-27 17:28:59 +01:00
|
|
|
public DamageModifyEvent(DamageSpecifier damage, EntityUid? origin = null)
|
2021-10-18 16:24:37 -07:00
|
|
|
{
|
2023-06-05 05:23:54 +03:00
|
|
|
OriginalDamage = damage;
|
2021-10-18 16:24:37 -07:00
|
|
|
Damage = damage;
|
2023-08-27 17:28:59 +01:00
|
|
|
Origin = origin;
|
2021-10-18 16:24:37 -07:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2022-02-16 00:23:23 -07:00
|
|
|
public sealed class DamageChangedEvent : EntityEventArgs
|
2021-09-15 03:07:37 +10:00
|
|
|
{
|
|
|
|
|
/// <summary>
|
2021-09-15 15:51:13 -07:00
|
|
|
/// This is the component whose damage was changed.
|
2021-09-15 03:07:37 +10:00
|
|
|
/// </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>
|
2023-10-09 03:27:41 +11:00
|
|
|
public readonly bool DamageIncreased;
|
2021-09-15 03:07:37 +10:00
|
|
|
|
2021-11-23 00:34:56 +00:00
|
|
|
/// <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>
|
2023-10-09 03:27:41 +11:00
|
|
|
public readonly bool InterruptsDoAfters;
|
2021-11-23 00:34:56 +00:00
|
|
|
|
2022-10-08 12:15:27 +02:00
|
|
|
/// <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)
|
2021-09-15 03:07:37 +10:00
|
|
|
{
|
|
|
|
|
Damageable = damageable;
|
|
|
|
|
DamageDelta = damageDelta;
|
2022-10-08 12:15:27 +02:00
|
|
|
Origin = origin;
|
2021-09-15 03:07:37 +10:00
|
|
|
|
|
|
|
|
if (DamageDelta == null)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
foreach (var damageChange in DamageDelta.DamageDict.Values)
|
|
|
|
|
{
|
|
|
|
|
if (damageChange > 0)
|
|
|
|
|
{
|
|
|
|
|
DamageIncreased = true;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
2021-11-23 00:34:56 +00:00
|
|
|
InterruptsDoAfters = interruptsDoAfters && DamageIncreased;
|
2021-09-15 03:07:37 +10:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|