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;
}
}