# Conflicts: # .github/CODEOWNERS # .github/workflows/publish.yml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml # Content.Client/Administration/UI/BanPanel/BanPanel.xaml.cs # Content.Client/Administration/UI/Tabs/PlayerTab/PlayerTabEntry.xaml.cs # Content.Client/Entry/EntryPoint.cs # Content.Client/Hands/Systems/HandsSystem.cs # Content.Client/Humanoid/HumanoidAppearanceSystem.cs # Content.Client/Humanoid/SingleMarkingPicker.xaml.cs # Content.Client/IoC/ClientContentIoC.cs # Content.Client/Lobby/LobbyState.cs # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Lobby/UI/Loadouts/LoadoutGroupContainer.xaml.cs # Content.Client/Lobby/UI/LobbyGui.xaml # Content.Client/NetworkConfigurator/NetworkConfiguratorConfigurationMenu.xaml # Content.Client/Options/UI/EscapeMenu.xaml # Content.Client/Stealth/StealthSystem.cs # Content.Client/SurveillanceCamera/UI/SurveillanceCameraMonitorWindow.xaml.cs # Content.Client/UserInterface/Systems/Chat/Widgets/ChatBox.xaml.cs # Content.Client/UserInterface/Systems/Emotes/EmotesUIController.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Commands/SuicideCommandTests.cs # Content.IntegrationTests/Tests/Damageable/DamageableTest.cs # Content.IntegrationTests/Tests/PostMapInitTest.cs # Content.Server/Administration/Commands/AdminWhoCommand.cs # Content.Server/Administration/Commands/PardonCommand.cs # Content.Server/Administration/Commands/RoleUnbanCommand.cs # Content.Server/Administration/Commands/SetOutfitCommand.cs # Content.Server/Administration/Systems/AdminVerbSystem.Antags.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/AlertLevel/Commands/SetAlertLevelCommand.cs # Content.Server/Body/Components/BloodstreamComponent.cs # Content.Server/Body/Systems/BloodstreamSystem.cs # Content.Server/Body/Systems/MetabolizerSystem.cs # Content.Server/Body/Systems/RespiratorSystem.cs # Content.Server/Chat/Managers/ChatSanitizationManager.cs # Content.Server/Chat/Systems/ChatSystem.Emote.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/CrewManifest/CrewManifestSystem.cs # Content.Server/Emp/EmpSystem.cs # Content.Server/Explosion/EntitySystems/TriggerSystem.cs # Content.Server/Fax/FaxSystem.cs # Content.Server/Fluids/EntitySystems/AbsorbentSystem.cs # Content.Server/GameTicking/Commands/ForceMapCommand.cs # Content.Server/GameTicking/Commands/ForcePresetCommand.cs # Content.Server/GameTicking/Presets/GamePresetPrototype.cs # Content.Server/GameTicking/Rules/ChangelingRuleSystem.cs # Content.Server/GameTicking/Rules/Components/ChangelingRuleComponent.cs # Content.Server/GameTicking/Rules/NukeopsRuleSystem.cs # Content.Server/Ghost/Roles/GhostRoleSystem.cs # Content.Server/Implants/Components/ScramImplantComponent.cs # Content.Server/Implants/SubdermalImplantSystem.cs # Content.Server/Materials/ProduceMaterialExtractorSystem.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/NPC/Systems/NPCCombatSystem.Ranged.cs # Content.Server/NPC/Systems/NPCSystem.cs # Content.Server/Polymorph/Systems/PolymorphSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Repairable/RepairableSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/RoundEnd/RoundEndSystem.cs # Content.Server/Shuttles/Systems/EmergencyShuttleSystem.cs # Content.Server/Speech/EntitySystems/FrenchAccentSystem.cs # Content.Server/Speech/EntitySystems/FrontalLispSystem.cs # Content.Server/Speech/EntitySystems/LizardAccentSystem.cs # Content.Server/Speech/EntitySystems/MothAccentSystem.cs # Content.Server/Speech/EntitySystems/OwOAccentSystem.cs # Content.Server/Station/Systems/StationSpawningSystem.cs # Content.Server/StationEvents/Events/MeteorSwarmSystem.cs # Content.Server/Stunnable/Components/StunOnCollideComponent.cs # Content.Server/SurveillanceCamera/Components/SurveillanceCameraRouterComponent.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.Cartridges.cs # Content.Server/Zombies/ZombieSystem.Transform.cs # Content.Server/Zombies/ZombieSystem.cs # Content.Shared/Actions/SharedActionsSystem.cs # Content.Shared/Bed/SharedBedSystem.cs # Content.Shared/Blocking/BlockingSystem.cs # Content.Shared/Body/Systems/SharedBodySystem.Parts.cs # Content.Shared/Chemistry/Components/SolutionRegenerationComponent.cs # Content.Shared/Chemistry/EntitySystems/HypospraySystem.cs # Content.Shared/Construction/Conditions/TileNotBlocked.cs # Content.Shared/Cuffs/SharedCuffableSystem.cs # Content.Shared/Doors/Systems/SharedDoorSystem.cs # Content.Shared/Emoting/EmoteAttemptEvent.cs # Content.Shared/Eye/Blinding/Systems/BlindableSystem.cs # Content.Shared/Eye/VisibilityFlags.cs # Content.Shared/Hands/EntitySystems/SharedHandsSystem.Pickup.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/Interaction/SmartEquipSystem.cs # Content.Shared/Inventory/InventorySystem.Relay.cs # Content.Shared/Medical/Cryogenics/SharedCryoPodSystem.cs # Content.Shared/Medical/Healing/HealingSystem.cs # Content.Shared/Medical/HealingComponent.cs # Content.Shared/Nutrition/EntitySystems/FoodSystem.cs # Content.Shared/Slippery/SlipperySystem.cs # Content.Shared/SprayPainter/SharedSprayPainterSystem.cs # Content.Shared/Standing/StandingStateComponent.cs # Content.Shared/Standing/StandingStateSystem.cs # Content.Shared/Station/SharedStationSpawningSystem.cs # Content.Shared/Stunnable/SharedStunSystem.cs # Content.Shared/SurveillanceCamera/SharedSurveillanceCameraMonitorSystem.cs # Content.Shared/VendingMachines/VendingMachineComponent.cs # Content.Shared/Warps/WarpPointSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs # Content.Shared/Wieldable/SharedWieldableSystem.cs # Resources/Audio/Ambience/Antag/attributions.yml # Resources/Audio/Ambience/Antag/changeling_start.ogg # Resources/Audio/Effects/attributions.yml # Resources/Audio/Lobby/attributions.yml # Resources/Audio/Machines/attributions.yml # Resources/Audio/Weapons/Guns/Gunshots/attributions.yml # Resources/Locale/en-US/_strings/administration/antag.ftl # Resources/Locale/en-US/_strings/administration/commands/camera.ftl # Resources/Locale/en-US/_strings/administration/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/administration/commands/follow-command.ftl # Resources/Locale/en-US/_strings/administration/smites.ftl # Resources/Locale/en-US/_strings/administration/ui/admin-camera-window.ftl # Resources/Locale/en-US/_strings/administration/ui/role-bans.ftl # Resources/Locale/en-US/_strings/alerts/alerts.ftl # Resources/Locale/en-US/_strings/atmos/gas-pressure-regulator-system.ftl # Resources/Locale/en-US/_strings/bonk/components/bonkable-component.ftl # Resources/Locale/en-US/_strings/commands/add-body-part-command.ftl # Resources/Locale/en-US/_strings/commands/admin-logs-command.ftl # Resources/Locale/en-US/_strings/commands/admin-who-command.ftl # Resources/Locale/en-US/_strings/commands/asay-command.ftl # Resources/Locale/en-US/_strings/commands/crew-manifest-command.ftl # Resources/Locale/en-US/_strings/commands/deadmin-command.ftl # Resources/Locale/en-US/_strings/commands/delete-component-command.ftl # Resources/Locale/en-US/_strings/commands/destroy-mechanism-command.ftl # Resources/Locale/en-US/_strings/commands/dirty-command.ftl # Resources/Locale/en-US/_strings/commands/dsay-command.ftl # Resources/Locale/en-US/_strings/commands/dump-reagent-guide-text-command.ftl # Resources/Locale/en-US/_strings/commands/eye-commands.ftl # Resources/Locale/en-US/_strings/commands/follow-command.ftl # Resources/Locale/en-US/_strings/commands/force-map-command.ftl # Resources/Locale/en-US/_strings/commands/force-preset-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-kick-command.ftl # Resources/Locale/en-US/_strings/commands/ghost-visibility-commands.ftl # Resources/Locale/en-US/_strings/commands/go-lobby-command.ftl # Resources/Locale/en-US/_strings/commands/grid-drag-command.ftl # Resources/Locale/en-US/_strings/commands/is-afk-command.ftl # Resources/Locale/en-US/_strings/commands/makesentient-command.ftl # Resources/Locale/en-US/_strings/commands/map-commands.ftl # Resources/Locale/en-US/_strings/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/_strings/commands/mappingclientsidesetup-command.ftl # Resources/Locale/en-US/_strings/commands/me-command.ftl # Resources/Locale/en-US/_strings/commands/mind-info-command.ftl # Resources/Locale/en-US/_strings/commands/node-vis-commands.ftl # Resources/Locale/en-US/_strings/commands/npc-command.ftl # Resources/Locale/en-US/_strings/commands/nukecodes-command.ftl # Resources/Locale/en-US/_strings/commands/ooc-command.ftl # Resources/Locale/en-US/_strings/commands/pardon-command.ftl # Resources/Locale/en-US/_strings/commands/powerstat-command.ftl # Resources/Locale/en-US/_strings/commands/promote-host-command.ftl # Resources/Locale/en-US/_strings/commands/radiation-command.ftl # Resources/Locale/en-US/_strings/commands/readmin-command.ftl # Resources/Locale/en-US/_strings/commands/remove-extra-components-command.ftl # Resources/Locale/en-US/_strings/commands/role-commands.ftl # Resources/Locale/en-US/_strings/commands/say-command.ftl # Resources/Locale/en-US/_strings/commands/set-battery-percent-command.ftl # Resources/Locale/en-US/_strings/commands/show-ambient-command.ftl # Resources/Locale/en-US/_strings/commands/show-gun-spread-command.ftl # Resources/Locale/en-US/_strings/commands/show-htn-command.ftl # Resources/Locale/en-US/_strings/commands/showrules-command.ftl # Resources/Locale/en-US/_strings/commands/spawn-entity-list-command.ftl # Resources/Locale/en-US/_strings/commands/start-singularity-command.ftl # Resources/Locale/en-US/_strings/commands/tile-pry-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-decals-command.ftl # Resources/Locale/en-US/_strings/commands/toggle-disallow-late-join-command.ftl # Resources/Locale/en-US/_strings/commands/unlocknode-command.ftl # Resources/Locale/en-US/_strings/commands/whisper-command.ftl # Resources/Locale/en-US/_strings/components/gas-pressure-regulator-component.ftl # Resources/Locale/en-US/_strings/engineer-painter/engineer-painter.ftl # Resources/Locale/en-US/_strings/game-ticking/forcemap-command.ftl # Resources/Locale/en-US/_strings/interaction/interaction-popup-component.ftl # Resources/Locale/en-US/_strings/markings/vox_tattoos.ftl # Resources/Locale/en-US/_strings/materials/material-extractor.ftl # Resources/Locale/en-US/_strings/movement/eye.ftl # Resources/Locale/en-US/_strings/nutrition/components/food-component.ftl # Resources/Locale/en-US/_strings/nutrition/components/ingestion-system.ftl # Resources/Locale/en-US/_strings/nutrition/components/sealable-component.ftl # Resources/Locale/en-US/_strings/radiation/radiation-command.ftl # Resources/Locale/en-US/_strings/reagents/meta/physical-desc.ftl # Resources/Locale/en-US/_strings/research/technologies.ftl # Resources/Locale/en-US/_strings/seeds/seeds.ftl # Resources/Locale/en-US/_strings/weapons/grenades/timer-trigger.ftl # Resources/Locale/en-US/_strings/weapons/grenades/voice-trigger.ftl # Resources/Locale/en-US/commands/mapping-client-side-setup-command.ftl # Resources/Locale/en-US/recipes/tags.ftl # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.yml # Resources/Maps/_Sunrise/Station/box.yml # Resources/Maps/_Sunrise/Station/fland.yml # Resources/Maps/_Sunrise/Station/marathon.yml # Resources/Maps/_Sunrise/Station/oasis.yml # Resources/Maps/_Sunrise/Station/packed.yml # Resources/Maps/_Sunrise/Station/plasma.yml # Resources/Maps/amber.yml # Resources/Maps/centcomm.yml # Resources/Prototypes/Catalog/Fills/Backpacks/duffelbag.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Catalog/Fills/Lockers/service.yml # Resources/Prototypes/Catalog/Fills/Lockers/suit_storage.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/coffee.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/sustenance.yml # Resources/Prototypes/Catalog/VendingMachines/Inventories/winterdrobe.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/Eyes/glasses.yml # Resources/Prototypes/Entities/Clothing/Eyes/hud.yml # Resources/Prototypes/Entities/Clothing/Head/hardsuit-helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hats.yml # Resources/Prototypes/Entities/Clothing/Head/helmets.yml # Resources/Prototypes/Entities/Clothing/Head/hoods.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/armor.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/hardsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/softsuits.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/animals.yml # Resources/Prototypes/Entities/Mobs/NPCs/carp.yml # Resources/Prototypes/Entities/Mobs/NPCs/pets.yml # Resources/Prototypes/Entities/Mobs/NPCs/revenant.yml # Resources/Prototypes/Entities/Mobs/Player/admin_ghost.yml # Resources/Prototypes/Entities/Mobs/Player/clone.yml # Resources/Prototypes/Entities/Mobs/Species/base.yml # Resources/Prototypes/Entities/Mobs/Species/dwarf.yml # Resources/Prototypes/Entities/Mobs/base.yml # Resources/Prototypes/Entities/Objects/Fun/pai.yml # Resources/Prototypes/Entities/Objects/Fun/toys.yml # Resources/Prototypes/Entities/Objects/Misc/subdermal_implants.yml # Resources/Prototypes/Entities/Objects/Shields/shields.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/healing.yml # Resources/Prototypes/Entities/Objects/Specific/Medical/hypospray.yml # Resources/Prototypes/Entities/Objects/Tools/access_configurator.yml # Resources/Prototypes/Entities/Objects/Tools/matches.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/plastic.yml # Resources/Prototypes/Entities/Objects/Weapons/Bombs/spider.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/caseless_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/light_rifle.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/magnum.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Projectiles/grenade.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Shotguns/shotguns.yml # Resources/Prototypes/Entities/Objects/Weapons/Melee/mining.yml # Resources/Prototypes/Entities/Objects/Weapons/Throwable/grenades.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/airlock_groups.yml # Resources/Prototypes/Entities/Structures/Furniture/beds.yml # Resources/Prototypes/Entities/Structures/Machines/vending_machines.yml # Resources/Prototypes/Entities/Structures/Power/debug_power.yml # Resources/Prototypes/Entities/Structures/Storage/Crates/crates.yml # Resources/Prototypes/Entities/Structures/Wallmounts/Misc/mirror.yml # Resources/Prototypes/GameRules/subgamemodes.yml # Resources/Prototypes/Reagents/Consumable/Drink/drinks.yml # Resources/Prototypes/Reagents/Consumable/Drink/soda.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Recipes/Lathes/Packs/tiles.yml # Resources/Prototypes/Recipes/Lathes/categories.yml # Resources/Prototypes/Recipes/Reactions/chemicals.yml # Resources/Prototypes/Roles/Antags/changeling.yml # Resources/Prototypes/name_identifier_groups.yml # Resources/Prototypes/tool_qualities.yml # Resources/ServerInfo/Guidebook/Antagonist/Zombies.xml # Resources/ServerInfo/Guidebook/Cargo/CargoBounties.xml # Resources/ServerInfo/Guidebook/Command.xml # Resources/ServerInfo/Guidebook/Glossary.xml # Resources/ServerInfo/Guidebook/NewPlayer/YourFirstCharacter.xml # Resources/ServerInfo/Guidebook/Science/Robotics.xml # Resources/ServerInfo/Guidebook/Science/ScannersAndVessels.xml # Resources/ServerInfo/Guidebook/Science/Science.xml # Resources/ServerInfo/Guidebook/SpaceStation14.xml # Resources/ServerInfo/Guidebook/Survival.xml # Resources/Textures/Clothing/Head/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering-white.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/icon.png # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/engineering.rsi/on-equipped-HELMET.png # Resources/Textures/Clothing/Head/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/spatiohelm.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/Head/Helmets/atmos_firehelmet.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/captain_carapace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Armor/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/atmospherics.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/capspace.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/cybersun.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering-white.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/engineering.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/medical.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/paramed.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/rd.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/salvage.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/security.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/spatio.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndicate.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndiecommander.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/syndieelite.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Hardsuits/wizard.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/atmos_firesuit.rsi/meta.json # Resources/Textures/Clothing/OuterClothing/Suits/eva.rsi/meta.json # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Objects/Misc/Lights/lampgreen.rsi/meta.json # Resources/Textures/Objects/Specific/Janitorial/janitorial_cart.rsi/meta.json # Resources/Textures/Objects/Tools/spray_painter.rsi/meta.json # Resources/Textures/Objects/Weapons/Melee/baseball_bat.rsi/meta.json # Resources/engineCommandPerms.yml # Resources/keybinds.yml # Resources/migration.yml
509 lines
22 KiB
C#
509 lines
22 KiB
C#
using System.Linq;
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using Content.Shared._Starlight.Medical.Damage;
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using Content.Shared.CCVar;
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using Content.Shared.Chemistry;
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using Content.Shared._Sunrise.SunriseCCVars;
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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 Content.Shared.CCVar;
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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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using Robust.Shared.Configuration;
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using Robust.Shared.Random;
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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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[Dependency] private readonly IRobustRandom _random = default!;
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[Dependency] private readonly IConfigurationManager _configurationManager = 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 float Variance = 0.3f; // Sunrise-Edit
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public float DamageModifier = 1f; // Sunrise-Edit
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public float HealModifier = 1f; // Sunrise-Edit
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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);
|
|
Subs.CVar(_config, CCVars.PlaytestTopicalsHealModifier, value => UniversalTopicalsHealModifier = value, true);
|
|
Subs.CVar(_config, CCVars.PlaytestMobDamageModifier, value => UniversalMobDamageModifier = value, true);
|
|
|
|
_configurationManager.OnValueChanged(SunriseCCVars.DamageVariance, UpdateVariance, true); // Sunrise-Edit
|
|
_configurationManager.OnValueChanged(SunriseCCVars.DamageModifier, UpdateDamageModifier, true); // Sunrise-Edit
|
|
_configurationManager.OnValueChanged(SunriseCCVars.HealModifier, UpdateHealModifier, true); // Sunrise-Edit
|
|
}
|
|
|
|
/// <summary>
|
|
/// Initialize a damageable component
|
|
/// </summary>
|
|
private void DamageableInit(EntityUid uid, DamageableComponent component, ComponentInit _)
|
|
{
|
|
if (component.DamageContainerID != null &&
|
|
_prototypeManager.TryIndex<DamageContainerPrototype>(component.DamageContainerID,
|
|
out var damageContainerPrototype))
|
|
{
|
|
// Initialize damage dictionary, using the types and groups from the damage
|
|
// container prototype
|
|
foreach (var type in damageContainerPrototype.SupportedTypes)
|
|
{
|
|
component.Damage.DamageDict.TryAdd(type, FixedPoint2.Zero);
|
|
}
|
|
|
|
foreach (var groupId in damageContainerPrototype.SupportedGroups)
|
|
{
|
|
var group = _prototypeManager.Index<DamageGroupPrototype>(groupId);
|
|
foreach (var type in group.DamageTypes)
|
|
{
|
|
component.Damage.DamageDict.TryAdd(type, FixedPoint2.Zero);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// No DamageContainerPrototype was given. So we will allow the container to support all damage types
|
|
foreach (var type in _prototypeManager.EnumeratePrototypes<DamageTypePrototype>())
|
|
{
|
|
component.Damage.DamageDict.TryAdd(type.ID, FixedPoint2.Zero);
|
|
}
|
|
}
|
|
|
|
component.Damage.GetDamagePerGroup(_prototypeManager, component.DamagePerGroup);
|
|
component.TotalDamage = component.Damage.GetTotal();
|
|
}
|
|
|
|
/// <summary>
|
|
/// Directly sets the damage specifier of a damageable component.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// Useful for some unfriendly folk. Also ensures that cached values are updated and that a damage changed
|
|
/// event is raised.
|
|
/// </remarks>
|
|
public void SetDamage(EntityUid uid, DamageableComponent damageable, DamageSpecifier damage)
|
|
{
|
|
damageable.Damage = damage;
|
|
DamageChanged(uid, damageable);
|
|
}
|
|
|
|
/// <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>
|
|
public void DamageChanged(EntityUid uid, DamageableComponent component, DamageSpecifier? damageDelta = null,
|
|
bool interruptsDoAfters = true, EntityUid? origin = null)
|
|
{
|
|
component.Damage.GetDamagePerGroup(_prototypeManager, component.DamagePerGroup);
|
|
component.TotalDamage = component.Damage.GetTotal();
|
|
Dirty(uid, component);
|
|
|
|
if (_appearanceQuery.TryGetComponent(uid, out var appearance) && damageDelta != null)
|
|
{
|
|
var data = new DamageVisualizerGroupData(component.DamagePerGroup.Keys.ToList());
|
|
_appearance.SetData(uid, DamageVisualizerKeys.DamageUpdateGroups, data, appearance);
|
|
}
|
|
RaiseLocalEvent(uid, new DamageChangedEvent(component, damageDelta, interruptsDoAfters, origin));
|
|
}
|
|
|
|
/// <summary>
|
|
/// Applies damage specified via a <see cref="DamageSpecifier"/>.
|
|
/// </summary>
|
|
/// <remarks>
|
|
/// <see cref="DamageSpecifier"/> is effectively just a dictionary of damage types and damage values. This
|
|
/// function just applies the container's resistances (unless otherwise specified) and then changes the
|
|
/// stored damage data. Division of group damage into types is managed by <see cref="DamageSpecifier"/>.
|
|
/// </remarks>
|
|
/// <returns>
|
|
/// Returns a <see cref="DamageSpecifier"/> with information about the actual damage changes. This will be
|
|
/// null if the user had no applicable components that can take damage.
|
|
/// </returns>
|
|
public DamageSpecifier? TryChangeDamage(EntityUid? uid, DamageSpecifier damage, bool ignoreResistances = false,
|
|
bool interruptsDoAfters = true, DamageableComponent? damageable = null, EntityUid? origin = null,
|
|
bool useVariance = true, bool useModifier = true, float armorPenetration = 0f)
|
|
{
|
|
if (!uid.HasValue || !_damageableQuery.Resolve(uid.Value, ref damageable, false))
|
|
{
|
|
// TODO BODY SYSTEM pass damage onto body system
|
|
return null;
|
|
}
|
|
|
|
if (damage.Empty)
|
|
{
|
|
return damage;
|
|
}
|
|
|
|
var before = new BeforeDamageChangedEvent(damage, origin);
|
|
RaiseLocalEvent(uid.Value, ref before);
|
|
|
|
if (before.Cancelled)
|
|
return null;
|
|
|
|
// Sunrise-Start
|
|
if (useModifier)
|
|
damage = DamageSpecifier.ApplyModifier(damage, DamageModifier, HealModifier);
|
|
|
|
if (useVariance)
|
|
{
|
|
var varianceMultiplier = 1f + Variance - _random.NextFloat(0, Variance * 2f);
|
|
damage *= varianceMultiplier;
|
|
}
|
|
// Sunrise-End
|
|
|
|
// Apply resistances
|
|
if (!ignoreResistances)
|
|
{
|
|
if (damageable.DamageModifierSetId != null &&
|
|
_prototypeManager.TryIndex<DamageModifierSetPrototype>(damageable.DamageModifierSetId, out var modifierSet))
|
|
{
|
|
// TODO DAMAGE PERFORMANCE
|
|
// use a local private field instead of creating a new dictionary here..
|
|
damage = DamageSpecifier.ApplyModifierSet(damage, modifierSet);
|
|
}
|
|
|
|
var ev = new DamageModifyEvent(damage, origin, armorPenetration);
|
|
RaiseLocalEvent(uid.Value, ev);
|
|
damage = ev.Damage;
|
|
|
|
if (damage.Empty)
|
|
{
|
|
return damage;
|
|
}
|
|
}
|
|
|
|
// 🌟Starlight🌟 start
|
|
var finalEv = new DamageBeforeApplyEvent
|
|
{
|
|
Damage = damage,
|
|
Origin = origin
|
|
};
|
|
RaiseLocalEvent(uid.Value, finalEv);
|
|
if (finalEv.Cancelled)
|
|
return damage;
|
|
// 🌟Starlight🌟 end
|
|
|
|
damage = ApplyUniversalAllModifiers(damage);
|
|
|
|
// TODO DAMAGE PERFORMANCE
|
|
// Consider using a local private field instead of creating a new dictionary here.
|
|
// Would need to check that nothing ever tries to cache the delta.
|
|
var delta = new DamageSpecifier();
|
|
delta.DamageDict.EnsureCapacity(damage.DamageDict.Count);
|
|
|
|
var dict = damageable.Damage.DamageDict;
|
|
foreach (var (type, value) in damage.DamageDict)
|
|
{
|
|
// CollectionsMarshal my beloved.
|
|
if (!dict.TryGetValue(type, out var oldValue))
|
|
continue;
|
|
|
|
var newValue = FixedPoint2.Max(FixedPoint2.Zero, oldValue + value);
|
|
if (newValue == oldValue)
|
|
continue;
|
|
|
|
dict[type] = newValue;
|
|
delta.DamageDict[type] = newValue - oldValue;
|
|
}
|
|
|
|
if (delta.DamageDict.Count > 0)
|
|
DamageChanged(uid.Value, damageable, delta, interruptsDoAfters, origin);
|
|
|
|
return delta;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Applies the two univeral "All" modifiers, if set.
|
|
/// Individual damage source modifiers are set in their respective code.
|
|
/// </summary>
|
|
/// <param name="damage">The damage to be changed.</param>
|
|
public DamageSpecifier ApplyUniversalAllModifiers(DamageSpecifier damage)
|
|
{
|
|
// Checks for changes first since they're unlikely in normal play.
|
|
if (UniversalAllDamageModifier == 1f && UniversalAllHealModifier == 1f)
|
|
return damage;
|
|
|
|
foreach (var (key, value) in damage.DamageDict)
|
|
{
|
|
if (value == 0)
|
|
continue;
|
|
|
|
if (value > 0)
|
|
{
|
|
damage.DamageDict[key] *= UniversalAllDamageModifier;
|
|
continue;
|
|
}
|
|
|
|
if (value < 0)
|
|
{
|
|
damage.DamageDict[key] *= UniversalAllHealModifier;
|
|
}
|
|
}
|
|
|
|
return damage;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Sets all damage types supported by a <see cref="DamageableComponent"/> to the specified value.
|
|
/// </summary>
|
|
/// <remakrs>
|
|
/// Does nothing If the given damage value is negative.
|
|
/// </remakrs>
|
|
public void SetAllDamage(EntityUid uid, DamageableComponent component, FixedPoint2 newValue)
|
|
{
|
|
if (newValue < 0)
|
|
{
|
|
// invalid value
|
|
return;
|
|
}
|
|
|
|
foreach (var type in component.Damage.DamageDict.Keys)
|
|
{
|
|
component.Damage.DamageDict[type] = newValue;
|
|
}
|
|
|
|
// Setting damage does not count as 'dealing' damage, even if it is set to a larger value, so we pass an
|
|
// empty damage delta.
|
|
DamageChanged(uid, component, new DamageSpecifier());
|
|
}
|
|
|
|
public void SetDamageModifierSetId(EntityUid uid, string? damageModifierSetId, DamageableComponent? comp = null)
|
|
{
|
|
if (!_damageableQuery.Resolve(uid, ref comp))
|
|
return;
|
|
|
|
comp.DamageModifierSetId = damageModifierSetId;
|
|
Dirty(uid, comp);
|
|
}
|
|
|
|
private void DamageableGetState(EntityUid uid, DamageableComponent component, ref ComponentGetState args)
|
|
{
|
|
if (_netMan.IsServer)
|
|
{
|
|
args.State = new DamageableComponentState(component.Damage.DamageDict, component.DamageContainerID, component.DamageModifierSetId, component.HealthBarThreshold);
|
|
}
|
|
else
|
|
{
|
|
// avoid mispredicting damage on newly spawned entities.
|
|
args.State = new DamageableComponentState(component.Damage.DamageDict.ShallowClone(), component.DamageContainerID, component.DamageModifierSetId, component.HealthBarThreshold);
|
|
}
|
|
}
|
|
|
|
private void OnIrradiated(EntityUid uid, DamageableComponent component, OnIrradiatedEvent args)
|
|
{
|
|
var damageValue = FixedPoint2.New(args.TotalRads);
|
|
|
|
// Radiation should really just be a damage group instead of a list of types.
|
|
DamageSpecifier damage = new();
|
|
foreach (var typeId in component.RadiationDamageTypeIDs)
|
|
{
|
|
damage.DamageDict.Add(typeId, damageValue);
|
|
}
|
|
|
|
TryChangeDamage(uid, damage, interruptsDoAfters: false, origin: args.Origin);
|
|
}
|
|
|
|
private void OnRejuvenate(EntityUid uid, DamageableComponent component, RejuvenateEvent args)
|
|
{
|
|
TryComp<MobThresholdsComponent>(uid, out var thresholds);
|
|
_mobThreshold.SetAllowRevives(uid, true, thresholds); // do this so that the state changes when we set the damage
|
|
SetAllDamage(uid, component, 0);
|
|
_mobThreshold.SetAllowRevives(uid, false, thresholds);
|
|
}
|
|
|
|
private void DamageableHandleState(EntityUid uid, DamageableComponent component, ref ComponentHandleState args)
|
|
{
|
|
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 = newDamage - component.Damage;
|
|
delta.TrimZeros();
|
|
|
|
if (!delta.Empty)
|
|
{
|
|
component.Damage = newDamage;
|
|
DamageChanged(uid, component, delta);
|
|
}
|
|
}
|
|
|
|
// Sunrise-Start
|
|
private void UpdateVariance(float value)
|
|
{
|
|
Variance = value;
|
|
}
|
|
|
|
private void UpdateHealModifier(float value)
|
|
{
|
|
HealModifier = value;
|
|
}
|
|
|
|
private void UpdateDamageModifier(float value)
|
|
{
|
|
DamageModifier = value;
|
|
}
|
|
// Sunrise-End
|
|
}
|
|
|
|
/// <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 float ArmorPenetration;
|
|
|
|
public DamageModifyEvent(DamageSpecifier damage, EntityUid? origin = null, float armorPenetration = 0f)
|
|
{
|
|
OriginalDamage = damage;
|
|
Damage = damage;
|
|
Origin = origin;
|
|
ArmorPenetration = armorPenetration;
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|