CatStation/Content.Shared/Damage/Systems/DamageableSystem.cs
Thinbug 9393d624d7
Ghost types (#37949)
* Empty commit

* yeah thingi

* added a GetHighestDamageTypes thingi to the DamageableSystem

* no idea why those files names are different only in github so just in case readding them

* yeah doing that

* first steps of moving the logic somewhere nicer

* still plenty to do

* gosh such a mess but getting progress done

* small fixie push

* big mess of bunch of stuff

* dealing with a conflict and fixing the random numbers

* testing if github will update now

* dealing with the other conflict

* github please update i beg you

* dealing with more conflicts

* hopefully this fixes it

* fixing conflicts again

* cleaning up stuffies

* sprite fixie

* general cleanup

* doing the small fixies first

* getting rid of the new event, gotta handle ashing next

* adding spaces to comments before i forget

* handling ashing

* think that did it?

* small fixies

* more small fixies

* last batch of quickie fixies before i gotta handle the bigger stuff

* last bunch of fixies i do understand

* small bit of progress yknow may as well yeah

* renaming and moving stuff to shared

* comment fixiees

* saving damage in a new component instead of in MindComponent

* protoid's and dict usage instead of the previously ickier methods

* small fixie before biggie fixie

* more fixies im slepy gosh

* thinkie that should fixie it

* smoothed the damage storage systeem so its less repetitive and icki and now itss cooler and i can go eepy

* lots of stuffies x3

* first step of getting git to detect my file name changes

* thinkie that should fixie it

* fixies

* just getting rid of the merge conflict, will check damageable later

* small thingies first

* more small stuffiees

* now all of the sprites have at leeast a 0

* dirtying the lastbody comp

* more fixies

* small thingi first

* another small fixie and a minor sprite fixie

* rng fixie

* moving the damage storage system to shared

* smoothing out code thats likely to be replaced soon but its good to do for now

* just showing progress bcus yis

* general progress stuffies mhm

* pushie

* small cleanup

* general progress :3

* in progress push for helpie

* proper pushie with progress and workies

* removed unnecessary usage of the storedamage component

* minor fixiees

* extra comments

* replaced a couple strings for ProtoId's

* gibbing related fixies :3
2026-01-30 23:16:03 +00:00

120 lines
5.1 KiB
C#

using System.Linq;
using Content.Shared.Chemistry;
using Content.Shared.Damage.Components;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Explosion.EntitySystems;
using Content.Shared.FixedPoint;
using Content.Shared.Mobs.Systems;
using Robust.Shared.Configuration;
using Robust.Shared.GameStates;
using Robust.Shared.Network;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Shared.Damage.Systems;
public sealed partial class DamageableSystem : EntitySystem
{
[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly INetManager _netMan = default!;
[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
[Dependency] private readonly IConfigurationManager _config = default!;
[Dependency] private readonly SharedChemistryGuideDataSystem _chemistryGuideData = default!;
[Dependency] private readonly SharedExplosionSystem _explosion = default!;
private EntityQuery<AppearanceComponent> _appearanceQuery;
private EntityQuery<DamageableComponent> _damageableQuery;
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;
public float UniversalMobDamageModifier { get; private set; } = 1f;
/// <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>
private void OnEntityDamageChanged(
Entity<DamageableComponent> ent,
DamageSpecifier? damageDelta = null,
bool interruptsDoAfters = true,
EntityUid? origin = null
)
{
ent.Comp.Damage.GetDamagePerGroup(_prototypeManager, ent.Comp.DamagePerGroup);
ent.Comp.TotalDamage = ent.Comp.Damage.GetTotal();
Dirty(ent);
if (damageDelta != null && _appearanceQuery.TryGetComponent(ent, out var appearance))
{
_appearance.SetData(
ent,
DamageVisualizerKeys.DamageUpdateGroups,
new DamageVisualizerGroupData(ent.Comp.DamagePerGroup.Keys.ToList()),
appearance
);
}
// TODO DAMAGE
// byref struct event.
RaiseLocalEvent(ent, new DamageChangedEvent(ent.Comp, damageDelta, interruptsDoAfters, origin));
}
private void DamageableGetState(Entity<DamageableComponent> ent, ref ComponentGetState args)
{
if (_netMan.IsServer)
{
args.State = new DamageableComponentState(
ent.Comp.Damage.DamageDict,
ent.Comp.DamageContainerID,
ent.Comp.DamageModifierSetId,
ent.Comp.HealthBarThreshold
);
// TODO BODY SYSTEM pass damage onto body system
// BOBBY WHEN? 😭
// BOBBY SOON 🫡
return;
}
// avoid mispredicting damage on newly spawned entities.
args.State = new DamageableComponentState(
ent.Comp.Damage.DamageDict.ShallowClone(),
ent.Comp.DamageContainerID,
ent.Comp.DamageModifierSetId,
ent.Comp.HealthBarThreshold
);
}
/// <summary>
/// Goes through an entity damage's and saves them inside a dictionary if the value is higher than 0
/// The dictionary is structured with a string for the name of the damage type, and a FixedPoint2 for the numeric damage value
/// </summary>
public Dictionary<ProtoId<DamageTypePrototype>, FixedPoint2> GetDamages(Dictionary<ProtoId<DamageGroupPrototype>, FixedPoint2> damagePerGroup, DamageSpecifier damage)
{
var damageTypes = new Dictionary<ProtoId<DamageTypePrototype>, FixedPoint2>();
foreach (var (damageGroupId, _) in damagePerGroup) //go through each group
{
var group = _prototypeManager.Index<DamageGroupPrototype>(damageGroupId); //get group
foreach (var type in group.DamageTypes) //go through each type inside that group
{
if (!damage.DamageDict.TryGetValue(type, out var damageValue) || damageValue == 0) //get value and make sure it isn't 0
continue;
damageTypes.Add(type, damageValue);
}
}
return damageTypes;
}
}