mirror of
https://github.com/space-syndicate/space-station-14.git
synced 2026-10-09 10:21:18 +03:00
* Remove all IPrototypeManager instances * Remove redundant IComponentFactory instances too * Found some stragglers * DestructibleSystem.PrototypeManager: no dependency * not based
318 lines
12 KiB
C#
318 lines
12 KiB
C#
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!;
|
|
|
|
/// <summary>
|
|
/// Minimum damage to invoke overkill behavior.
|
|
/// </summary>
|
|
private const int MinimumOverkill = 100;
|
|
|
|
/// <summary>
|
|
/// Multiplier over normal damage to invoke overkill.
|
|
/// </summary>
|
|
private const double OverkillMultiplier = 2.0;
|
|
|
|
public override void Initialize()
|
|
{
|
|
base.Initialize();
|
|
SubscribeLocalEvent<DestructibleComponent, MapInitEvent>(OnMapInit);
|
|
SubscribeLocalEvent<DestructibleComponent, DamageChangedEvent>(OnDamageChanged);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Map Initialization function for <see cref="DestructibleComponent"/>, adding automatic overkill threshold.
|
|
/// </summary>
|
|
/// <param name="entity">The uid, component tuple.</param>
|
|
/// <param name="args">The event arguments.</param>
|
|
private void OnMapInit(Entity<DestructibleComponent> entity, ref MapInitEvent args)
|
|
{
|
|
AddOverkillThreshold(entity);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if any thresholds were reached. if they were, execute them.
|
|
/// </summary>
|
|
private void OnDamageChanged(Entity<DestructibleComponent> 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<HumanoidProfileComponent>(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;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if the given threshold should trigger.
|
|
/// </summary>
|
|
public bool Triggered(DamageThreshold threshold, Entity<Shared.Damage.Components.DamageableComponent> owner)
|
|
{
|
|
if (threshold.Trigger == null)
|
|
return false;
|
|
|
|
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;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Check if the conditions for the given threshold are currently true.
|
|
/// </summary>
|
|
public bool Reached(DamageThreshold threshold, Entity<Shared.Damage.Components.DamageableComponent> owner)
|
|
{
|
|
if (threshold.Trigger == null)
|
|
return false;
|
|
|
|
return threshold.Trigger.Reached(owner, this);
|
|
}
|
|
|
|
/// <summary>
|
|
/// Triggers this threshold.
|
|
/// </summary>
|
|
/// <param name="threshold">The threshold to execute.</param>
|
|
/// <param name="owner">The entity that owns this threshold.</param>
|
|
/// <param name="cause">The entity that caused this threshold to trigger.</param>
|
|
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);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds a threshold to the threshold list. If the entity does not have a destructible component, one will be added.
|
|
/// </summary>
|
|
/// <param name="entity">The entity, component tuple to target.</param>
|
|
/// <param name="threshold">The threshold to add.</param>
|
|
/// <param name="index">The index at which to insert the threshold.</param>
|
|
public void AddThreshold(Entity<DestructibleComponent?> entity, DamageThreshold threshold, Index? index)
|
|
{
|
|
if (!Resolve(entity.Owner, ref entity.Comp, false))
|
|
entity.Comp = AddComp<DestructibleComponent>(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);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Adds an overkill threshold if one does not exist.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// An overkill threshold is a top priority threshold that will destroy the entity without triggering any other
|
|
/// behaviors applied to the entity.
|
|
/// </remarks>
|
|
/// <param name="entity">The entity, component tuple to target.</param>
|
|
private void AddOverkillThreshold(Entity<DestructibleComponent> 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<DestructibleComponent?> 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.
|
|
/// <summary>
|
|
/// Figure out how much damage an entity needs to have in order to be destroyed.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// This assumes that this entity has some sort of destruction or breakage behavior triggered by a
|
|
/// total-damage threshold.
|
|
/// </remarks>
|
|
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.
|
|
/// <summary>
|
|
/// Event raised when a <see cref="DamageThreshold"/> is reached.
|
|
/// </summary>
|
|
public sealed class DamageThresholdReached : EntityEventArgs
|
|
{
|
|
public readonly DestructibleComponent Parent;
|
|
|
|
public readonly DamageThreshold Threshold;
|
|
|
|
public DamageThresholdReached(DestructibleComponent parent, DamageThreshold threshold)
|
|
{
|
|
Parent = parent;
|
|
Threshold = threshold;
|
|
}
|
|
}
|