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452 lines
19 KiB
C#
452 lines
19 KiB
C#
using System.Linq;
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using Content.Shared.CCVar;
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using Content.Shared.Chemistry;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.FixedPoint;
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using Content.Shared.Inventory;
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using Content.Shared.Mind.Components;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Radiation.Events;
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using Content.Shared.Rejuvenate;
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using Robust.Shared.Configuration;
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using Robust.Shared.GameStates;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Shared.Damage
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{
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public sealed class DamageableSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly INetManager _netMan = default!;
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[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
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[Dependency] private readonly IConfigurationManager _config = default!;
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[Dependency] private readonly SharedChemistryGuideDataSystem _chemistryGuideData = default!;
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private EntityQuery<AppearanceComponent> _appearanceQuery;
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private EntityQuery<DamageableComponent> _damageableQuery;
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private EntityQuery<MindContainerComponent> _mindContainerQuery;
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public float UniversalAllDamageModifier { get; private set; } = 1f;
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public float UniversalAllHealModifier { get; private set; } = 1f;
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public float UniversalMeleeDamageModifier { get; private set; } = 1f;
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public float UniversalProjectileDamageModifier { get; private set; } = 1f;
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public float UniversalHitscanDamageModifier { get; private set; } = 1f;
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public float UniversalReagentDamageModifier { get; private set; } = 1f;
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public float UniversalReagentHealModifier { get; private set; } = 1f;
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public float UniversalExplosionDamageModifier { get; private set; } = 1f;
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public float UniversalThrownDamageModifier { get; private set; } = 1f;
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public float UniversalTopicalsHealModifier { get; private set; } = 1f;
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public float UniversalMobDamageModifier { get; private set; } = 1f;
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public override void Initialize()
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{
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SubscribeLocalEvent<DamageableComponent, ComponentInit>(DamageableInit);
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SubscribeLocalEvent<DamageableComponent, ComponentHandleState>(DamageableHandleState);
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SubscribeLocalEvent<DamageableComponent, ComponentGetState>(DamageableGetState);
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SubscribeLocalEvent<DamageableComponent, OnIrradiatedEvent>(OnIrradiated);
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SubscribeLocalEvent<DamageableComponent, RejuvenateEvent>(OnRejuvenate);
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_appearanceQuery = GetEntityQuery<AppearanceComponent>();
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_damageableQuery = GetEntityQuery<DamageableComponent>();
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_mindContainerQuery = GetEntityQuery<MindContainerComponent>();
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// Damage modifier CVars are updated and stored here to be queried in other systems.
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// Note that certain modifiers requires reloading the guidebook.
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Subs.CVar(_config, CCVars.PlaytestAllDamageModifier, value =>
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{
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UniversalAllDamageModifier = value;
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_chemistryGuideData.ReloadAllReagentPrototypes();
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}, true);
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Subs.CVar(_config, CCVars.PlaytestAllHealModifier, value =>
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{
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UniversalAllHealModifier = value;
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_chemistryGuideData.ReloadAllReagentPrototypes();
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}, true);
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Subs.CVar(_config, CCVars.PlaytestProjectileDamageModifier, value => UniversalProjectileDamageModifier = value, true);
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Subs.CVar(_config, CCVars.PlaytestMeleeDamageModifier, value => UniversalMeleeDamageModifier = value, true);
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Subs.CVar(_config, CCVars.PlaytestProjectileDamageModifier, value => UniversalProjectileDamageModifier = value, true);
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Subs.CVar(_config, CCVars.PlaytestHitscanDamageModifier, value => UniversalHitscanDamageModifier = value, true);
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Subs.CVar(_config, CCVars.PlaytestReagentDamageModifier, value =>
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{
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UniversalReagentDamageModifier = value;
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_chemistryGuideData.ReloadAllReagentPrototypes();
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}, true);
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Subs.CVar(_config, CCVars.PlaytestReagentHealModifier, value =>
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{
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UniversalReagentHealModifier = value;
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_chemistryGuideData.ReloadAllReagentPrototypes();
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}, true);
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Subs.CVar(_config, CCVars.PlaytestExplosionDamageModifier, value => UniversalExplosionDamageModifier = value, true);
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Subs.CVar(_config, CCVars.PlaytestThrownDamageModifier, value => UniversalThrownDamageModifier = value, true);
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Subs.CVar(_config, CCVars.PlaytestTopicalsHealModifier, value => UniversalTopicalsHealModifier = value, true);
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Subs.CVar(_config, CCVars.PlaytestMobDamageModifier, value => UniversalMobDamageModifier = value, true);
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}
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/// <summary>
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/// Initialize a damageable component
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/// </summary>
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private void DamageableInit(EntityUid uid, DamageableComponent component, ComponentInit _)
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{
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if (component.DamageContainerID != null &&
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_prototypeManager.TryIndex<DamageContainerPrototype>(component.DamageContainerID,
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out var damageContainerPrototype))
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{
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// Initialize damage dictionary, using the types and groups from the damage
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// container prototype
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foreach (var type in damageContainerPrototype.SupportedTypes)
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{
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component.Damage.DamageDict.TryAdd(type, FixedPoint2.Zero);
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}
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foreach (var groupId in damageContainerPrototype.SupportedGroups)
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{
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var group = _prototypeManager.Index<DamageGroupPrototype>(groupId);
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foreach (var type in group.DamageTypes)
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{
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component.Damage.DamageDict.TryAdd(type, FixedPoint2.Zero);
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}
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}
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}
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else
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{
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// No DamageContainerPrototype was given. So we will allow the container to support all damage types
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foreach (var type in _prototypeManager.EnumeratePrototypes<DamageTypePrototype>())
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{
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component.Damage.DamageDict.TryAdd(type.ID, FixedPoint2.Zero);
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}
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}
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component.Damage.GetDamagePerGroup(_prototypeManager, component.DamagePerGroup);
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component.TotalDamage = component.Damage.GetTotal();
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}
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/// <summary>
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/// Directly sets the damage specifier of a damageable component.
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/// </summary>
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/// <remarks>
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/// Useful for some unfriendly folk. Also ensures that cached values are updated and that a damage changed
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/// event is raised.
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/// </remarks>
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public void SetDamage(EntityUid uid, DamageableComponent damageable, DamageSpecifier damage)
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{
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damageable.Damage = damage;
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DamageChanged(uid, damageable);
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}
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/// <summary>
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/// If the damage in a DamageableComponent was changed, this function should be called.
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/// </summary>
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/// <remarks>
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/// This updates cached damage information, flags the component as dirty, and raises a damage changed event.
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/// The damage changed event is used by other systems, such as damage thresholds.
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/// </remarks>
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public void DamageChanged(EntityUid uid, DamageableComponent component, DamageSpecifier? damageDelta = null,
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bool interruptsDoAfters = true, EntityUid? origin = null)
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{
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component.Damage.GetDamagePerGroup(_prototypeManager, component.DamagePerGroup);
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component.TotalDamage = component.Damage.GetTotal();
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Dirty(uid, component);
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if (_appearanceQuery.TryGetComponent(uid, out var appearance) && damageDelta != null)
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{
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var data = new DamageVisualizerGroupData(component.DamagePerGroup.Keys.ToList());
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_appearance.SetData(uid, DamageVisualizerKeys.DamageUpdateGroups, data, appearance);
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}
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RaiseLocalEvent(uid, new DamageChangedEvent(component, damageDelta, interruptsDoAfters, origin));
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}
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/// <summary>
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/// Applies damage specified via a <see cref="DamageSpecifier"/>.
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/// </summary>
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/// <remarks>
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/// <see cref="DamageSpecifier"/> is effectively just a dictionary of damage types and damage values. This
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/// function just applies the container's resistances (unless otherwise specified) and then changes the
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/// stored damage data. Division of group damage into types is managed by <see cref="DamageSpecifier"/>.
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/// </remarks>
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/// <returns>
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/// Returns a <see cref="DamageSpecifier"/> with information about the actual damage changes. This will be
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/// null if the user had no applicable components that can take damage.
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/// </returns>
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public DamageSpecifier? TryChangeDamage(EntityUid? uid, DamageSpecifier damage, bool ignoreResistances = false,
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bool interruptsDoAfters = true, DamageableComponent? damageable = null, EntityUid? origin = null)
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{
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if (!uid.HasValue || !_damageableQuery.Resolve(uid.Value, ref damageable, false))
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{
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// TODO BODY SYSTEM pass damage onto body system
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return null;
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}
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if (damage.Empty)
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{
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return damage;
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}
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var before = new BeforeDamageChangedEvent(damage, origin);
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RaiseLocalEvent(uid.Value, ref before);
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if (before.Cancelled)
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return null;
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// Apply resistances
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if (!ignoreResistances)
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{
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if (damageable.DamageModifierSetId != null &&
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_prototypeManager.TryIndex<DamageModifierSetPrototype>(damageable.DamageModifierSetId, out var modifierSet))
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{
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// TODO DAMAGE PERFORMANCE
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// use a local private field instead of creating a new dictionary here..
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damage = DamageSpecifier.ApplyModifierSet(damage, modifierSet);
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}
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var ev = new DamageModifyEvent(damage, origin);
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RaiseLocalEvent(uid.Value, ev);
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damage = ev.Damage;
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if (damage.Empty)
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{
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return damage;
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}
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}
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damage = ApplyUniversalAllModifiers(damage);
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// TODO DAMAGE PERFORMANCE
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// Consider using a local private field instead of creating a new dictionary here.
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// Would need to check that nothing ever tries to cache the delta.
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var delta = new DamageSpecifier();
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delta.DamageDict.EnsureCapacity(damage.DamageDict.Count);
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var dict = damageable.Damage.DamageDict;
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foreach (var (type, value) in damage.DamageDict)
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{
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// CollectionsMarshal my beloved.
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if (!dict.TryGetValue(type, out var oldValue))
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continue;
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var newValue = FixedPoint2.Max(FixedPoint2.Zero, oldValue + value);
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if (newValue == oldValue)
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continue;
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dict[type] = newValue;
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delta.DamageDict[type] = newValue - oldValue;
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}
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if (delta.DamageDict.Count > 0)
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DamageChanged(uid.Value, damageable, delta, interruptsDoAfters, origin);
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return delta;
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}
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/// <summary>
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/// Applies the two univeral "All" modifiers, if set.
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/// Individual damage source modifiers are set in their respective code.
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/// </summary>
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/// <param name="damage">The damage to be changed.</param>
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public DamageSpecifier ApplyUniversalAllModifiers(DamageSpecifier damage)
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{
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// Checks for changes first since they're unlikely in normal play.
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if (UniversalAllDamageModifier == 1f && UniversalAllHealModifier == 1f)
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return damage;
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foreach (var (key, value) in damage.DamageDict)
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{
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if (value == 0)
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continue;
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if (value > 0)
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{
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damage.DamageDict[key] *= UniversalAllDamageModifier;
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continue;
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}
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if (value < 0)
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{
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damage.DamageDict[key] *= UniversalAllHealModifier;
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}
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}
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return damage;
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}
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/// <summary>
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/// Sets all damage types supported by a <see cref="DamageableComponent"/> to the specified value.
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/// </summary>
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/// <remakrs>
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/// Does nothing If the given damage value is negative.
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/// </remakrs>
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public void SetAllDamage(EntityUid uid, DamageableComponent component, FixedPoint2 newValue)
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{
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if (newValue < 0)
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{
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// invalid value
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return;
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}
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foreach (var type in component.Damage.DamageDict.Keys)
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{
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component.Damage.DamageDict[type] = newValue;
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}
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// Setting damage does not count as 'dealing' damage, even if it is set to a larger value, so we pass an
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// empty damage delta.
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DamageChanged(uid, component, new DamageSpecifier());
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}
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public void SetDamageModifierSetId(EntityUid uid, string? damageModifierSetId, DamageableComponent? comp = null)
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{
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if (!_damageableQuery.Resolve(uid, ref comp))
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return;
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comp.DamageModifierSetId = damageModifierSetId;
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Dirty(uid, comp);
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}
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private void DamageableGetState(EntityUid uid, DamageableComponent component, ref ComponentGetState args)
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{
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if (_netMan.IsServer)
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{
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args.State = new DamageableComponentState(component.Damage.DamageDict, component.DamageContainerID, component.DamageModifierSetId, component.HealthBarThreshold);
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}
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else
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{
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// avoid mispredicting damage on newly spawned entities.
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args.State = new DamageableComponentState(component.Damage.DamageDict.ShallowClone(), component.DamageContainerID, component.DamageModifierSetId, component.HealthBarThreshold);
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}
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}
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private void OnIrradiated(EntityUid uid, DamageableComponent component, OnIrradiatedEvent args)
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{
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var damageValue = FixedPoint2.New(args.TotalRads);
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// Radiation should really just be a damage group instead of a list of types.
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DamageSpecifier damage = new();
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foreach (var typeId in component.RadiationDamageTypeIDs)
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{
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damage.DamageDict.Add(typeId, damageValue);
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}
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TryChangeDamage(uid, damage, interruptsDoAfters: false, origin: args.Origin);
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}
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private void OnRejuvenate(EntityUid uid, DamageableComponent component, RejuvenateEvent args)
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{
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TryComp<MobThresholdsComponent>(uid, out var thresholds);
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_mobThreshold.SetAllowRevives(uid, true, thresholds); // do this so that the state changes when we set the damage
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SetAllDamage(uid, component, 0);
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_mobThreshold.SetAllowRevives(uid, false, thresholds);
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}
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private void DamageableHandleState(EntityUid uid, DamageableComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not DamageableComponentState state)
|
|
{
|
|
return;
|
|
}
|
|
|
|
component.DamageContainerID = state.DamageContainerId;
|
|
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;
|
|
}
|
|
}
|
|
}
|