using System.Diagnostics.CodeAnalysis; using System.Linq; using Content.Server.Administration.Logs; using Content.Server.Atmos.EntitySystems; using Content.Server.Construction; using Content.Server.Destructible.Thresholds; using Content.Server.Destructible.Thresholds.Behaviors; using Content.Server.Explosion.EntitySystems; using Content.Server.Fluids.EntitySystems; using Content.Server.Stack; using Content.Shared.Chemistry.EntitySystems; using Content.Shared.Damage.Systems; using Content.Shared.Database; using Content.Shared.Destructible; using Content.Shared.Destructible.Thresholds.Triggers; using Content.Shared.FixedPoint; using Content.Shared.Gibbing; using Content.Shared.Humanoid; using Content.Shared.Trigger.Systems; using JetBrains.Annotations; using Robust.Shared.Containers; using Robust.Shared.Prototypes; using Robust.Shared.Random; namespace Content.Server.Destructible; [UsedImplicitly] public sealed partial class DestructibleSystem : SharedDestructibleSystem { [Dependency] public IAdminLogManager AdminLogger = default!; [Dependency] public IRobustRandom Random = default!; public new IEntityManager EntityManager => base.EntityManager; public IPrototypeManager PrototypeManager => ProtoMan; [Dependency] public AtmosphereSystem AtmosphereSystem = default!; [Dependency] public ConstructionSystem ConstructionSystem = default!; [Dependency] public ExplosionSystem ExplosionSystem = default!; [Dependency] public GibbingSystem Gibbing = default!; [Dependency] public PuddleSystem PuddleSystem = default!; [Dependency] public SharedContainerSystem ContainerSystem = default!; [Dependency] public SharedSolutionContainerSystem SolutionContainerSystem = default!; [Dependency] public StackSystem StackSystem = default!; [Dependency] public TriggerSystem TriggerSystem = default!; /// /// Minimum damage to invoke overkill behavior. /// private const int MinimumOverkill = 100; /// /// Multiplier over normal damage to invoke overkill. /// private const double OverkillMultiplier = 2.0; public override void Initialize() { base.Initialize(); SubscribeLocalEvent(OnMapInit); SubscribeLocalEvent(OnDamageChanged); } /// /// Map Initialization function for , adding automatic overkill threshold. /// /// The uid, component tuple. /// The event arguments. private void OnMapInit(Entity entity, ref MapInitEvent args) { AddOverkillThreshold(entity); } /// /// Check if any thresholds were reached. if they were, execute them. /// private void OnDamageChanged(Entity entity, ref DamageChangedEvent args) { var (uid, comp) = entity; comp.IsBroken = false; foreach (var threshold in comp.Thresholds) { if (Triggered(threshold, (uid, args.Damageable))) { RaiseLocalEvent(uid, new DamageThresholdReached(comp, threshold), true); var logImpact = LogImpact.Low; // Convert behaviors into string for logs var triggeredBehaviors = string.Join(", ", threshold.Behaviors.Select(behavior => { if (logImpact <= behavior.Impact) logImpact = behavior.Impact; if (behavior is DoActsBehavior doActsBehavior) { return $"{behavior.GetType().Name}:{doActsBehavior.Acts.ToString()}"; } return behavior.GetType().Name; })); // If it doesn't have a humanoid component, it's probably not particularly notable? if (logImpact > LogImpact.Medium && !HasComp(uid)) logImpact = LogImpact.Medium; if (args.Origin != null) { AdminLogger.Add(LogType.Damaged, logImpact, $"{ToPrettyString(args.Origin.Value):actor} caused {ToPrettyString(uid):subject} to trigger [{triggeredBehaviors}]"); } else { AdminLogger.Add(LogType.Damaged, logImpact, $"Unknown damage source caused {ToPrettyString(uid):subject} to trigger [{triggeredBehaviors}]"); } Execute(threshold, uid, args.Origin); } if (threshold.OldTriggered) { comp.IsBroken |= threshold.Behaviors.Any(b => b is DoActsBehavior doActsBehavior && (doActsBehavior.HasAct(ThresholdActs.Breakage) || doActsBehavior.HasAct(ThresholdActs.Destruction))); } // if destruction behavior (or some other deletion effect) occurred, don't run other triggers. if (EntityManager.IsQueuedForDeletion(uid) || Deleted(uid)) return; } } /// /// Check if the given threshold should trigger. /// public bool Triggered(DamageThreshold threshold, Entity owner) { if (threshold.Triggered && threshold.TriggersOnce) return false; if (threshold.OldTriggered) { threshold.OldTriggered = threshold.Trigger.Reached(owner, this); return false; } if (!threshold.Trigger.Reached(owner, this)) return false; threshold.OldTriggered = true; return true; } /// /// Check if the conditions for the given threshold are currently true. /// public bool Reached(DamageThreshold threshold, Entity owner) { if (threshold.Trigger == null) return false; return threshold.Trigger.Reached(owner, this); } /// /// Triggers this threshold. /// /// The threshold to execute. /// The entity that owns this threshold. /// The entity that caused this threshold to trigger. public void Execute(DamageThreshold threshold, EntityUid owner, EntityUid? cause = null) { threshold.Triggered = true; foreach (var behavior in threshold.Behaviors) { // The owner has been deleted. We stop execution of behaviors here. if (!Exists(owner)) return; // TODO: Replace with EntityEffects. behavior.Execute(owner, this, cause); } } /// /// Adds a threshold to the threshold list. If the entity does not have a destructible component, one will be added. /// /// The entity, component tuple to target. /// The threshold to add. /// The index at which to insert the threshold. public void AddThreshold(Entity entity, DamageThreshold threshold, Index? index) { if (!Resolve(entity.Owner, ref entity.Comp, false)) entity.Comp = AddComp(entity.Owner); if (index is not null) { var threshIndex = index.Value.GetOffset(entity.Comp.Thresholds.Count); entity.Comp.Thresholds.Insert(threshIndex, threshold); } else { entity.Comp.Thresholds.Add(threshold); } } /// /// Adds an overkill threshold if one does not exist. /// /// /// An overkill threshold is a top priority threshold that will destroy the entity without triggering any other /// behaviors applied to the entity. /// /// The entity, component tuple to target. private void AddOverkillThreshold(Entity entity) { if (!entity.Comp.GenerateOverkillThreshold) return; var maxTrigger = FixedPoint2.Zero; foreach (var threshold in entity.Comp.Thresholds) { if (threshold.Trigger is not DamageTrigger trigger) continue; foreach (var behavior in threshold.Behaviors) { // Not a destruction behavior if (behavior is not DoActsBehavior actBehavior || !actBehavior.HasAct(ThresholdActs.Destruction)) continue; // Already has a pure destruction behavior if (threshold.Behaviors.Count == 1) return; maxTrigger = FixedPoint2.Max(maxTrigger, trigger.Damage); } } // No destruction behavior if (FixedPoint2.Zero == maxTrigger) return; var autoThreshold = new DamageThreshold { Trigger = new DamageTrigger { Damage = FixedPoint2.Max(MinimumOverkill, OverkillMultiplier * maxTrigger) }, Behaviors = { new DoActsBehavior { Acts = ThresholdActs.Destruction } }, }; // Thresholds are evaluated in order, so overkill must be first to avoid triggering effects AddThreshold(entity.AsNullable(), autoThreshold, 0); } public bool TryGetDestroyedAt(Entity 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. /// /// Figure out how much damage an entity needs to have in order to be destroyed. /// /// /// This assumes that this entity has some sort of destruction or breakage behavior triggered by a /// total-damage threshold. /// 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 = FixedPoint2.Min(damageNeeded, 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. /// /// Event raised when a is reached. /// public sealed class DamageThresholdReached : EntityEventArgs { public readonly DestructibleComponent Parent; public readonly DamageThreshold Threshold; public DamageThresholdReached(DestructibleComponent parent, DamageThreshold threshold) { Parent = parent; Threshold = threshold; } }