2021-11-10 03:06:27 -07:00
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using System;
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using Content.Shared.Damage.Components;
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using Content.Shared.FixedPoint;
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using Content.Shared.Movement.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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Admin logs (#5419)
* Add admin logging, models, migrations
* Add logging damage changes
* Add Log admin flag, LogFilter, Logs admin menu tab, message
Refactor admin logging API
* Change admin log get method names
* Fix the name again
* Minute amount of reorganization
* Reset Postgres db snapshot
* Reset Sqlite db snapshot
* Make AdminLog have a composite primary key of round, id
* Minute cleanup
* Change admin system to do a type check instead of index check
* Make admin logs use C# 10 interpolated string handlers
* Implement UI on its own window
Custom controls
Searching
Add admin log converters
* Implement limits into the query
* Change logs to be put into an OutputPanel instead for text wrapping
* Add log <-> player m2m relationship back
* UI improvements, make text wrap, add separators
* Remove entity prefix from damaged log
* Add explicit m2m model, fix any players filter
* Add debug command to test bulk adding logs
* Admin logs now just kinda go
* Add histogram for database update time
* Make admin log system update run every 5 seconds
* Add a cap to the log queue and a metric for how many times it has been reached
* Add metric for logs sent in a round
* Make cvars out of admin logs queue send delay and cap
* Merge fixes
* Reset some changes
* Add test for adding and getting a single log
* Add tests for bulk adding logs
* Add test for querying logs
* Add CallerArgumentExpression to LogStringHandler methods and test
* Improve UI, fix SQLite, add searching by round
* Add entities to admin logs
* Move distinct after orderby
* Add migrations
* ef core eat my ass
* Add cvar for client logs batch size
* Sort logs from newest to oldest by default
* Merge fixes
* Reorganize tests and add one for date ordering
* Add note to log types to not change their numeric values
* Add impacts to logs, better UI filtering
* Make log add callable from shared for convenience
* Get current round id directly from game ticker
* Revert namespace change for DamageableSystem
2021-11-22 18:49:26 +01:00
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namespace Content.Shared.Damage
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2021-11-10 03:06:27 -07:00
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{
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public class SlowOnDamageSystem : EntitySystem
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{
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[Dependency] private readonly MovementSpeedModifierSystem _movementSpeedModifierSystem = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<SlowOnDamageComponent, DamageChangedEvent>(OnDamageChanged);
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SubscribeLocalEvent<SlowOnDamageComponent, RefreshMovementSpeedModifiersEvent>(OnRefreshMovespeed);
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}
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private void OnRefreshMovespeed(EntityUid uid, SlowOnDamageComponent component, RefreshMovementSpeedModifiersEvent args)
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{
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if (!EntityManager.TryGetComponent<DamageableComponent>(uid, out var damage))
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return;
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if (damage.TotalDamage == FixedPoint2.Zero)
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return;
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// Get closest threshold
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FixedPoint2 closest = FixedPoint2.Zero;
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var total = damage.TotalDamage;
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foreach (var thres in component.SpeedModifierThresholds)
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{
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if (FixedPoint2.Dist(thres.Key, total) < FixedPoint2.Dist(closest, total))
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closest = thres.Key;
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}
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if (closest != FixedPoint2.Zero)
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{
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var speed = component.SpeedModifierThresholds[closest];
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args.ModifySpeed(speed, speed);
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}
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}
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private void OnDamageChanged(EntityUid uid, SlowOnDamageComponent component, DamageChangedEvent args)
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{
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// We -could- only refresh if it crossed a threshold but that would kind of be a lot of duplicated
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// code and this isn't a super hot path anyway since basically only humans have this
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_movementSpeedModifierSystem.RefreshMovementSpeedModifiers(uid);
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}
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}
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}
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