# Conflicts: # .github/CODEOWNERS # .github/ISSUE_TEMPLATE/config.yml # .github/ISSUE_TEMPLATE/issue_report.md # Content.Client/Lobby/UI/HumanoidProfileEditor.xaml.cs # Content.Client/Medical/CrewMonitoring/CrewMonitoringWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml # Content.Client/UserInterface/Systems/Ghost/Controls/Roles/MakeGhostRoleWindow.xaml.cs # Content.Client/Weapons/Ranged/Systems/GunSystem.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageGroupTest.cs # Content.IntegrationTests/Tests/Destructible/DestructibleDamageTypeTest.cs # Content.Server/Administration/Systems/AdminVerbSystem.Smites.cs # Content.Server/Arcade/SpaceVillainGame/SpaceVillainArcadeComponent.cs # Content.Server/Atmos/EntitySystems/FlammableSystem.cs # Content.Server/Chat/Systems/ChatSystem.cs # Content.Server/Destructible/Thresholds/DamageThreshold.cs # Content.Server/Entry/EntryPoint.cs # Content.Server/Fluids/EntitySystems/PuddleSystem.cs # Content.Server/GuideGenerator/ReagentEntry.cs # Content.Server/IoC/ServerContentIoC.cs # Content.Server/Medical/HealthAnalyzerSystem.cs # Content.Server/Medical/VomitSystem.cs # Content.Server/Radio/EntitySystems/HeadsetSystem.cs # Content.Server/Revenant/EntitySystems/RevenantSystem.cs # Content.Server/Weapons/Ranged/Systems/GunSystem.cs # Content.Shared/Armor/SharedArmorSystem.cs # Content.Shared/Bed/Sleep/SleepingSystem.cs # Content.Shared/Cabinet/ItemCabinetSystem.cs # Content.Shared/Chat/SharedChatSystem.Emote.cs # Content.Shared/Chat/SharedChatSystem.cs # Content.Shared/Clothing/EntitySystems/MaskSystem.cs # Content.Shared/Clothing/EntitySystems/SharedChameleonClothingSystem.cs # Content.Shared/Damage/Systems/DamageableSystem.cs # Content.Shared/EntityEffects/Effects/StatusEffects/GenericStatusEffect.cs # Content.Shared/EntityEffects/Effects/Transform/ExplosionEntityEffect.cs # Content.Shared/Humanoid/HumanoidCharacterAppearance.cs # Content.Shared/IoC/SharedContentIoC.cs # Content.Shared/Lock/LockSystem.cs # Content.Shared/Ninja/Components/NinjaSuitComponent.cs # Content.Shared/Preferences/HumanoidCharacterProfile.cs # Content.Shared/Revenant/Components/RevenantComponent.cs # Content.Shared/Silicons/StationAi/SharedStationAiSystem.Airlock.cs # Content.Shared/Trigger/Systems/TriggerSystem.Condition.cs # Content.Shared/VendingMachines/SharedVendingMachineSystem.cs # Content.Shared/Weapons/Melee/SharedMeleeWeaponSystem.cs # Content.Shared/Weapons/Ranged/HitscanPrototype.cs # Content.Shared/Xenoarchaeology/Artifact/XAT/BaseQueryUpdateXATSystem.cs # README.md # Resources/Audio/Weapons/attributions.yml # Resources/Locale/en-US/_strings/ghost/make-ghost-gui.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/_strings/guidebook/chemistry/statuseffects.ftl # Resources/Locale/en-US/_strings/job/job-description.ftl # Resources/Locale/en-US/_strings/medical/components/crew-monitoring-component.ftl # Resources/Locale/en-US/_strings/npc/hugbot.ftl # Resources/Locale/en-US/_strings/npc/npc-debug.ftl # Resources/Locale/en-US/_strings/speech/speech-triggers.ftl # Resources/Locale/en-US/_strings/ui/stat-values.ftl # Resources/Locale/en-US/guidebook/chemistry/conditions.ftl # Resources/Locale/en-US/guidebook/chemistry/effects.ftl # Resources/Locale/en-US/guidebook/chemistry/healthchange.ftl # Resources/Locale/en-US/guidebook/entity-effects/conditions.ftl # Resources/Locale/en-US/guidebook/entity-effects/effects.ftl # Resources/Locale/en-US/guidebook/entity-effects/healthchange.ftl # Resources/Maps/Shuttles/cargo_relic.yml # Resources/Maps/_Sunrise/Station/bagel.yml # Resources/Maps/_Sunrise/Station/barratry.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/_Sunrise/Station/relic.yml # Resources/Maps/_Sunrise/event/clon_mine.yml # Resources/Maps/_Sunrise/event/void.yml # Resources/Prototypes/Body/Prototypes/vox.yml # Resources/Prototypes/Catalog/Fills/Boxes/emergency.yml # Resources/Prototypes/Catalog/Fills/Crates/fun.yml # Resources/Prototypes/Catalog/Fills/Lockers/heads.yml # Resources/Prototypes/Catalog/Fills/Lockers/security.yml # Resources/Prototypes/Entities/Clothing/Belt/belts.yml # Resources/Prototypes/Entities/Clothing/OuterClothing/suits.yml # Resources/Prototypes/Entities/Mobs/NPCs/silicon.yml # Resources/Prototypes/Entities/Mobs/Species/skeleton.yml # Resources/Prototypes/Entities/Objects/Devices/Electronics/base_electronics.yml # Resources/Prototypes/Entities/Objects/Misc/identification_cards.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Cartridges/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Ammunition/Magazines/pistol.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Battery/battery_guns.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/hitscan.yml # Resources/Prototypes/Entities/Objects/Weapons/Guns/Projectiles/projectiles.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/access.yml # Resources/Prototypes/Entities/Structures/Doors/Airlocks/airlocks.yml # Resources/Prototypes/Entities/Structures/Doors/MaterialDoors/material_doors.yml # Resources/Prototypes/Entities/Structures/Machines/lathe.yml # Resources/Prototypes/Entities/Structures/Specific/Atmospherics/sensor.yml # Resources/Prototypes/Loadouts/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Loadouts/Jobs/Science/scientist.yml # Resources/Prototypes/Loadouts/Jobs/Security/security_officer.yml # Resources/Prototypes/Loadouts/Miscellaneous/glasses.yml # Resources/Prototypes/Loadouts/loadout_groups.yml # Resources/Prototypes/Objectives/objectiveGroups.yml # Resources/Prototypes/Reagents/Consumable/Drink/alcohol.yml # Resources/Prototypes/Reagents/medicine.yml # Resources/Prototypes/Reagents/narcotics.yml # Resources/Prototypes/Reagents/toxins.yml # Resources/Prototypes/Recipes/Lathes/Packs/biogen.yml # Resources/Prototypes/Recipes/Lathes/Packs/security.yml # Resources/Prototypes/Recipes/Lathes/biogen.yml # Resources/Prototypes/Roles/Antags/nukeops.yml # Resources/Prototypes/Roles/Antags/revolutionary.yml # Resources/Prototypes/Roles/Antags/thief.yml # Resources/Prototypes/Roles/Antags/traitor.yml # Resources/Prototypes/Roles/Antags/wizard.yml # Resources/Prototypes/Roles/Antags/zombie.yml # Resources/Prototypes/Roles/Jobs/Cargo/salvage_specialist.yml # Resources/Prototypes/Roles/Jobs/Civilian/bartender.yml # Resources/Prototypes/Roles/Jobs/Civilian/chef.yml # Resources/Prototypes/Roles/Jobs/Civilian/mime.yml # Resources/Prototypes/Roles/Jobs/Engineering/atmospheric_technician.yml # Resources/Prototypes/Roles/Jobs/Engineering/station_engineer.yml # Resources/Prototypes/Roles/Jobs/Engineering/technical_assistant.yml # Resources/Prototypes/Roles/Jobs/Medical/chemist.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_doctor.yml # Resources/Prototypes/Roles/Jobs/Medical/medical_intern.yml # Resources/Prototypes/Roles/Jobs/Medical/paramedic.yml # Resources/Prototypes/Roles/Jobs/Science/borg.yml # Resources/Prototypes/Roles/Jobs/Science/research_assistant.yml # Resources/Prototypes/Roles/Jobs/Science/scientist.yml # Resources/Prototypes/Roles/Jobs/Security/security_cadet.yml # Resources/Prototypes/Roles/Jobs/Security/security_officer.yml # Resources/Prototypes/Roles/Jobs/Security/warden.yml # Resources/Prototypes/Stacks/Materials/crystals.yml # Resources/Prototypes/Stacks/floor_tile_stacks.yml # Resources/Prototypes/tags.yml # Resources/ServerInfo/Guidebook/Science/ArtifactReports.xml # Resources/ServerInfo/Guidebook/Science/Xenoarchaeology.xml # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/equipped-HAND.png # Resources/Textures/Clothing/Hands/Gloves/Color/black.rsi/meta.json # Resources/Textures/Clothing/Head/Hardsuits/mime.rsi/meta.json # Resources/Textures/Effects/speech.rsi/moth3.png # Resources/Textures/Interface/Misc/job_icons.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/meta.json # Resources/Textures/Structures/Machines/microwave.rsi/mw.png # Resources/Textures/Structures/Machines/microwave.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody0.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloody1.png # Resources/Textures/Structures/Machines/microwave.rsi/mwbloodyo.png # Resources/Textures/Structures/Machines/microwave.rsi/mwo.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/meta.json # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw0.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_running_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mw_unlit.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwb.png # Resources/Textures/Structures/Machines/microwave_syndie.rsi/mwo.png # Resources/migration.yml # RobustToolbox
543 lines
23 KiB
C#
543 lines
23 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.Explosion.EntitySystems;
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using Content.Shared.FixedPoint;
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using Content.Shared.Inventory;
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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 SharedExplosionSystem _explosion = default!;
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[Dependency] private readonly IRobustRandom _random = default!;
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private EntityQuery<AppearanceComponent> _appearanceQuery;
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private EntityQuery<DamageableComponent> _damageableQuery;
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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 PositiveVariance; // Sunrise-Edit
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public float NegativeVariance; // 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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// 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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_explosion.ReloadMap();
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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 =>
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{
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UniversalExplosionDamageModifier = value;
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_explosion.ReloadMap();
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}, 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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_config.OnValueChanged(SunriseCCVars.DamagePositiveVariance, UpdatePositiveVariance, true); // Sunrise-Edit
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_config.OnValueChanged(SunriseCCVars.DamageNegativeVariance, UpdateNegativeVariance, true); // Sunrise-Edit
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_config.OnValueChanged(SunriseCCVars.DamageModifier, UpdateDamageModifier, true); // Sunrise-Edit
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_config.OnValueChanged(SunriseCCVars.HealModifier, UpdateHealModifier, true); // Sunrise-Edit
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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.Resolve<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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// TODO DAMAGE
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// byref struct event.
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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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/// <param name="ignoreResistances">If true, this will ignore the entity's damage modifier (<see cref="DamageableComponent.DamageModifierSetId"/> and skip raising a <see cref="DamageModifyEvent"/>.</param>
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/// <param name="interruptsDoAfters">Whether the damage should cancel any damage sensitive do-afters</param>
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/// <param name="origin">The entity that is causing this damage</param>
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/// <param name="ignoreGlobalModifiers">If true, this will skip over applying the universal damage modifiers (see <see cref="ApplyUniversalAllModifiers"/>).</param>
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/// <returns></returns>
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public DamageSpecifier? TryChangeDamage(
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EntityUid? uid,
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DamageSpecifier damage,
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bool ignoreResistances = false,
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bool interruptsDoAfters = true,
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DamageableComponent? damageable = null,
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EntityUid? origin = null,
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bool ignoreGlobalModifiers = false,
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bool useVariance = true,
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bool useModifier = true,
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float armorPenetration = 0f, // 🌟Starlight🌟
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bool canHeal = true) // 🌟Starlight🌟)
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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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// BOBBY WHEN?
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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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// Sunrise-Start
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if (useModifier)
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damage = DamageSpecifier.ApplyModifier(damage, DamageModifier, HealModifier);
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if (useVariance)
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{
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var varianceMultiplier = 1f;
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if (damage.GetTotal() > 0)
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{
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var min = 1f - NegativeVariance;
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var max = 1f + PositiveVariance;
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varianceMultiplier = _random.NextFloat(min, max);
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}
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damage *= varianceMultiplier;
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}
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// Sunrise-End
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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.Resolve(damageable.DamageModifierSetId, out var modifierSet))
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{
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damage = DamageSpecifier.ApplyModifierSet(damage, modifierSet);
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}
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// TODO DAMAGE
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// byref struct event.
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var ev = new DamageModifyEvent(damage, origin, armorPenetration, canHeal); // 🌟Starlight🌟
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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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// 🌟Starlight🌟 start
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var finalEv = new DamageBeforeApplyEvent
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{
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Damage = damage,
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Origin = origin
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};
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RaiseLocalEvent(uid.Value, finalEv);
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if (finalEv.Cancelled)
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return damage;
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// 🌟Starlight🌟 end
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|
|
|
if (!ignoreGlobalModifiers)
|
|
damage = ApplyUniversalAllModifiers(damage);
|
|
|
|
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 UpdatePositiveVariance(float value)
|
|
{
|
|
PositiveVariance = value;
|
|
}
|
|
|
|
private void UpdateNegativeVariance(float value)
|
|
{
|
|
NegativeVariance = 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; // 🌟Starlight🌟
|
|
public bool CanHeal; // 🌟Starlight🌟
|
|
|
|
public DamageModifyEvent(DamageSpecifier damage, EntityUid? origin = null, float armorPenetration = 0f, bool canHeal = false) // 🌟Starlight🌟
|
|
{
|
|
OriginalDamage = damage;
|
|
Damage = damage;
|
|
Origin = origin;
|
|
ArmorPenetration = armorPenetration; // 🌟Starlight🌟
|
|
CanHeal = canHeal; // 🌟Starlight🌟
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
}
|
|
}
|