fish-station/Content.Shared/Damage/DamageSpecifier.cs
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#	RobustToolbox
2025-10-19 17:38:04 +02:00

502 lines
19 KiB
C#

using System.Linq;
using System.Text.Json.Serialization;
using Content.Shared.Damage.Prototypes;
using Content.Shared.FixedPoint;
using JetBrains.Annotations;
using Robust.Shared.Prototypes;
using Robust.Shared.Serialization.TypeSerializers.Implementations.Custom.Prototype.Dictionary;
using Robust.Shared.Utility;
using Robust.Shared.Serialization;
namespace Content.Shared.Damage
{
/// <summary>
/// This class represents a collection of damage types and damage values.
/// </summary>
/// <remarks>
/// The actual damage information is stored in <see cref="DamageDict"/>. This class provides
/// functions to apply resistance sets and supports basic math operations to modify this dictionary.
/// </remarks>
[DataDefinition, Serializable, NetSerializable]
public sealed partial class DamageSpecifier : IEquatable<DamageSpecifier>
{
// For the record I regret so many of the decisions i made when rewriting damageable
// Why is it just shitting out dictionaries left and right
// One day Arrays, stackalloc spans, and SIMD will save the day.
// TODO DAMAGEABLE REFACTOR
// These exist solely so the wiki works. Please do not touch them or use them.
[JsonPropertyName("types")]
[DataField("types", customTypeSerializer: typeof(PrototypeIdDictionarySerializer<FixedPoint2, DamageTypePrototype>))]
[UsedImplicitly]
private Dictionary<string, FixedPoint2>? _damageTypeDictionary;
[JsonPropertyName("groups")]
[DataField("groups", customTypeSerializer: typeof(PrototypeIdDictionarySerializer<FixedPoint2, DamageGroupPrototype>))]
[UsedImplicitly]
private Dictionary<string, FixedPoint2>? _damageGroupDictionary;
/// <summary>
/// Main DamageSpecifier dictionary. Most DamageSpecifier functions exist to somehow modifying this.
/// </summary>
[JsonIgnore]
[ViewVariables(VVAccess.ReadWrite)]
[IncludeDataField(customTypeSerializer: typeof(DamageSpecifierDictionarySerializer), readOnly: true)]
public Dictionary<string, FixedPoint2> DamageDict { get; set; } = new();
/// <summary>
/// Returns a sum of the damage values.
/// </summary>
/// <remarks>
/// Note that this being zero does not mean this damage has no effect. Healing in one type may cancel damage
/// in another. Consider using <see cref="AnyPositive"/> or <see cref="Empty"/> instead.
/// </remarks>
public FixedPoint2 GetTotal()
{
var total = FixedPoint2.Zero;
foreach (var value in DamageDict.Values)
{
total += value;
}
return total;
}
/// <summary>
/// Returns true if the specifier contains any positive damage values.
/// Differs from <see cref="Empty"/> as a damage specifier might contain entries with zeroes.
/// This also returns false if the specifier only contains negative values.
/// </summary>
public bool AnyPositive()
{
foreach (var value in DamageDict.Values)
{
if (value > FixedPoint2.Zero)
return true;
}
return false;
}
public DamageSpecifier Invert()
{
var copy = new DamageSpecifier(this);
foreach (var key in copy.DamageDict.Keys)
copy.DamageDict[key] *= -1;
return copy;
}
/// <summary>
/// Whether this damage specifier has any entries.
/// </summary>
[JsonIgnore]
public bool Empty => DamageDict.Count == 0;
public override string ToString()
{
return "DamageSpecifier(" + string.Join("; ", DamageDict.Select(x => x.Key + ":" + x.Value)) + ")";
}
#region constructors
/// <summary>
/// Constructor that just results in an empty dictionary.
/// </summary>
public DamageSpecifier() { }
/// <summary>
/// Constructor that takes another DamageSpecifier instance and copies it.
/// </summary>
public DamageSpecifier(DamageSpecifier damageSpec)
{
DamageDict = new(damageSpec.DamageDict);
}
/// <summary>
/// Constructor that takes a single damage type prototype and a damage value.
/// </summary>
public DamageSpecifier(DamageTypePrototype type, FixedPoint2 value)
{
DamageDict = new() { { type.ID, value } };
}
/// <summary>
/// Constructor that takes a single damage group prototype and a damage value. The value is divided between members of the damage group.
/// </summary>
public DamageSpecifier(DamageGroupPrototype group, FixedPoint2 value)
{
// Simply distribute evenly (except for rounding).
// We do this by reducing remaining the # of types and damage every loop.
var remainingTypes = group.DamageTypes.Count;
var remainingDamage = value;
foreach (var damageType in group.DamageTypes)
{
var damage = remainingDamage / FixedPoint2.New(remainingTypes);
DamageDict.Add(damageType, damage);
remainingDamage -= damage;
remainingTypes -= 1;
}
}
#endregion constructors
/// <summary>
/// Reduce (or increase) damages by applying a damage modifier set.
/// </summary>
/// <remarks>
/// Only applies resistance to a damage type if it is dealing damage, not healing.
/// This will never convert damage into healing.
/// </remarks>
public static DamageSpecifier ApplyModifierSet(DamageSpecifier damageSpec, DamageModifierSet modifierSet, float armorPenetration = 0f, bool canHeal = true) // ??Starlight??
{
// Make a copy of the given data. Don't modify the one passed to this function. I did this before, and weapons became
// duller as you hit walls. Neat, but not FixedPoint2ended. And confusing, when you realize your fists don't work no
// more cause they're just bloody stumps.
DamageSpecifier newDamage = new();
newDamage.DamageDict.EnsureCapacity(damageSpec.DamageDict.Count);
foreach (var (key, value) in damageSpec.DamageDict)
{
if (value == 0)
continue;
if (value < 0)
{
newDamage.DamageDict[key] = value;
continue;
}
float newValue = value.Float();
if (modifierSet.FlatReduction.TryGetValue(key, out var reduction))
newValue = Math.Max(0f, newValue - (reduction - (reduction * armorPenetration))); // flat reductions can't heal you
// 🌟Starlight🌟 start
if (canHeal)
{
if (modifierSet.Coefficients.TryGetValue(key, out var coefficient))
newValue *= (coefficient + ((1f - coefficient) * armorPenetration)); // coefficients can heal you, e.g. cauterizing bleeding, Starlight change: removed maximum coefficent allowing for weaknesses
}
else
{
if (modifierSet.Coefficients.TryGetValue(key, out var coefficient))
newValue *= Math.Clamp((coefficient + ((1f - coefficient) * armorPenetration)), 0, 1);
}
// 🌟Starlight🌟 end
if (newValue != 0)
newDamage.DamageDict[key] = FixedPoint2.New(newValue);
}
return newDamage;
}
// Sunrise-Start
public static DamageSpecifier ApplyModifier(DamageSpecifier damageSpec, float damageModifier, float healModifier)
{
DamageSpecifier newDamage = new();
newDamage.DamageDict.EnsureCapacity(damageSpec.DamageDict.Count);
foreach (var (key, value) in damageSpec.DamageDict)
{
if (value == 0)
continue;
var newValue = value.Float();
if (value > 0)
{
newValue *= damageModifier;
}
else
{
newValue *= healModifier;
}
if(newValue != 0)
newDamage.DamageDict[key] = FixedPoint2.New(newValue);
}
return newDamage;
}
// Sunrise-End
/// <summary>
/// Reduce (or increase) damages by applying multiple modifier sets.
/// </summary>
/// <param name="damageSpec"></param>
/// <param name="modifierSets"></param>
/// <returns></returns>
public static DamageSpecifier ApplyModifierSets(DamageSpecifier damageSpec, IEnumerable<DamageModifierSet> modifierSets)
{
bool any = false;
DamageSpecifier newDamage = damageSpec;
foreach (var set in modifierSets)
{
// This creates a new damageSpec for each modifier when we really onlt need to create one.
// This is quite inefficient, but hopefully this shouldn't ever be called frequently.
newDamage = ApplyModifierSet(newDamage, set);
any = true;
}
if (!any)
newDamage = new DamageSpecifier(damageSpec);
return newDamage;
}
/// <summary>
/// Returns a new DamageSpecifier that only contains the entries with positive value.
/// </summary>
public static DamageSpecifier GetPositive(DamageSpecifier damageSpec)
{
DamageSpecifier newDamage = new();
foreach (var (key, value) in damageSpec.DamageDict)
{
if (value > 0)
newDamage.DamageDict[key] = value;
}
return newDamage;
}
/// <summary>
/// Returns a new DamageSpecifier that only contains the entries with negative value.
/// </summary>
public static DamageSpecifier GetNegative(DamageSpecifier damageSpec)
{
DamageSpecifier newDamage = new();
foreach (var (key, value) in damageSpec.DamageDict)
{
if (value < 0)
newDamage.DamageDict[key] = value;
}
return newDamage;
}
/// <summary>
/// Remove any damage entries with zero damage.
/// </summary>
public void TrimZeros()
{
foreach (var (key, value) in DamageDict)
{
if (value == 0)
{
DamageDict.Remove(key);
}
}
}
/// <summary>
/// Clamps each damage value to be within the given range.
/// </summary>
public void Clamp(FixedPoint2 minValue, FixedPoint2 maxValue)
{
DebugTools.Assert(minValue < maxValue);
ClampMax(maxValue);
ClampMin(minValue);
}
/// <summary>
/// Sets all damage values to be at least as large as the given number.
/// </summary>
/// <remarks>
/// Note that this only acts on damage types present in the dictionary. It will not add new damage types.
/// </remarks>
public void ClampMin(FixedPoint2 minValue)
{
foreach (var (key, value) in DamageDict)
{
if (value < minValue)
{
DamageDict[key] = minValue;
}
}
}
/// <summary>
/// Sets all damage values to be at most some number. Note that if a damage type is not present in the
/// dictionary, these will not be added.
/// </summary>
public void ClampMax(FixedPoint2 maxValue)
{
foreach (var (key, value) in DamageDict)
{
if (value > maxValue)
{
DamageDict[key] = maxValue;
}
}
}
/// <summary>
/// This adds the damage values of some other <see cref="DamageSpecifier"/> to the current one without
/// adding any new damage types.
/// </summary>
/// <remarks>
/// This is used for <see cref="DamageableComponent"/>s, such that only "supported" damage types are
/// actually added to the component. In most other instances, you can just use the addition operator.
/// </remarks>
public void ExclusiveAdd(DamageSpecifier other)
{
foreach (var (type, value) in other.DamageDict)
{
// CollectionsMarshal my beloved.
if (DamageDict.TryGetValue(type, out var existing))
{
DamageDict[type] = existing + value;
}
}
}
/// <summary>
/// Add up all the damage values for damage types that are members of a given group.
/// </summary>
/// <remarks>
/// If no members of the group are included in this specifier, returns false.
/// </remarks>
public bool TryGetDamageInGroup(DamageGroupPrototype group, out FixedPoint2 total)
{
bool containsMemeber = false;
total = FixedPoint2.Zero;
foreach (var type in group.DamageTypes)
{
if (DamageDict.TryGetValue(type, out var value))
{
total += value;
containsMemeber = true;
}
}
return containsMemeber;
}
/// <summary>
/// Returns a dictionary using <see cref="DamageGroupPrototype.ID"/> keys, with values calculated by adding
/// up the values for each damage type in that group
/// </summary>
/// <remarks>
/// If a damage type is associated with more than one supported damage group, it will contribute to the
/// total of each group. If no members of a group are present in this <see cref="DamageSpecifier"/>, the
/// group is not included in the resulting dictionary.
/// </remarks>
public Dictionary<string, FixedPoint2> GetDamagePerGroup(IPrototypeManager protoManager)
{
var dict = new Dictionary<string, FixedPoint2>();
GetDamagePerGroup(protoManager, dict);
return dict;
}
/// <inheritdoc cref="GetDamagePerGroup(Robust.Shared.Prototypes.IPrototypeManager)"/>
public void GetDamagePerGroup(IPrototypeManager protoManager, Dictionary<string, FixedPoint2> dict)
{
dict.Clear();
foreach (var group in protoManager.EnumeratePrototypes<DamageGroupPrototype>())
{
if (TryGetDamageInGroup(group, out var value))
dict.Add(group.ID, value);
}
}
#region Operators
public static DamageSpecifier operator *(DamageSpecifier damageSpec, FixedPoint2 factor)
{
DamageSpecifier newDamage = new();
foreach (var entry in damageSpec.DamageDict)
{
newDamage.DamageDict.Add(entry.Key, entry.Value * factor);
}
return newDamage;
}
public static DamageSpecifier operator *(DamageSpecifier damageSpec, float factor)
{
DamageSpecifier newDamage = new();
foreach (var entry in damageSpec.DamageDict)
{
newDamage.DamageDict.Add(entry.Key, entry.Value * factor);
}
return newDamage;
}
public static DamageSpecifier operator /(DamageSpecifier damageSpec, FixedPoint2 factor)
{
DamageSpecifier newDamage = new();
foreach (var entry in damageSpec.DamageDict)
{
newDamage.DamageDict.Add(entry.Key, entry.Value / factor);
}
return newDamage;
}
public static DamageSpecifier operator /(DamageSpecifier damageSpec, float factor)
{
DamageSpecifier newDamage = new();
foreach (var entry in damageSpec.DamageDict)
{
newDamage.DamageDict.Add(entry.Key, entry.Value / factor);
}
return newDamage;
}
public static DamageSpecifier operator +(DamageSpecifier damageSpecA, DamageSpecifier damageSpecB)
{
// Copy existing dictionary from dataA
DamageSpecifier newDamage = new(damageSpecA);
// Then just add types in B
foreach (var entry in damageSpecB.DamageDict)
{
if (!newDamage.DamageDict.TryAdd(entry.Key, entry.Value))
{
// Key already exists, add values
newDamage.DamageDict[entry.Key] += entry.Value;
}
}
return newDamage;
}
// Here we define the subtraction operator explicitly, rather than implicitly via something like X + (-1 * Y).
// This is faster because FixedPoint2 multiplication is somewhat involved.
public static DamageSpecifier operator -(DamageSpecifier damageSpecA, DamageSpecifier damageSpecB)
{
DamageSpecifier newDamage = new(damageSpecA);
foreach (var entry in damageSpecB.DamageDict)
{
if (!newDamage.DamageDict.TryAdd(entry.Key, -entry.Value))
{
newDamage.DamageDict[entry.Key] -= entry.Value;
}
}
return newDamage;
}
public static DamageSpecifier operator +(DamageSpecifier damageSpec) => damageSpec;
public static DamageSpecifier operator -(DamageSpecifier damageSpec) => damageSpec * -1;
public static DamageSpecifier operator *(float factor, DamageSpecifier damageSpec) => damageSpec * factor;
public static DamageSpecifier operator *(FixedPoint2 factor, DamageSpecifier damageSpec) => damageSpec * factor;
public bool Equals(DamageSpecifier? other)
{
if (other == null || DamageDict.Count != other.DamageDict.Count)
return false;
foreach (var (key, value) in DamageDict)
{
if (!other.DamageDict.TryGetValue(key, out var otherValue) || value != otherValue)
return false;
}
return true;
}
public FixedPoint2 this[string key] => DamageDict[key];
}
#endregion
}