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- using System.Diagnostics.CodeAnalysis;
- using Content.Shared.Alert;
- using Content.Shared.Rejuvenate;
- using Robust.Shared.GameStates;
- using Robust.Shared.Prototypes;
- using Robust.Shared.Timing;
- using Robust.Shared.Utility;
- namespace Content.Shared.StatusEffect
- {
- public sealed class StatusEffectsSystem : EntitySystem
- {
- [Dependency] private readonly IPrototypeManager _prototypeManager = default!;
- [Dependency] private readonly IComponentFactory _componentFactory = default!;
- [Dependency] private readonly IGameTiming _gameTiming = default!;
- [Dependency] private readonly AlertsSystem _alertsSystem = default!;
- private List<EntityUid> _toRemove = new();
- public override void Initialize()
- {
- base.Initialize();
- UpdatesOutsidePrediction = true;
- SubscribeLocalEvent<StatusEffectsComponent, ComponentGetState>(OnGetState);
- SubscribeLocalEvent<StatusEffectsComponent, ComponentHandleState>(OnHandleState);
- SubscribeLocalEvent<StatusEffectsComponent, RejuvenateEvent>(OnRejuvenate);
- }
- public override void Update(float frameTime)
- {
- base.Update(frameTime);
- var curTime = _gameTiming.CurTime;
- var enumerator = EntityQueryEnumerator<ActiveStatusEffectsComponent, StatusEffectsComponent>();
- _toRemove.Clear();
- while (enumerator.MoveNext(out var uid, out _, out var status))
- {
- if (status.ActiveEffects.Count == 0)
- {
- // This shouldn't happen, but just in case something sneaks through
- _toRemove.Add(uid);
- continue;
- }
- foreach (var state in status.ActiveEffects)
- {
- if (curTime > state.Value.Cooldown.Item2)
- TryRemoveStatusEffect(uid, state.Key, status);
- }
- }
- foreach (var uid in _toRemove)
- {
- RemComp<ActiveStatusEffectsComponent>(uid);
- }
- }
- private void OnGetState(EntityUid uid, StatusEffectsComponent component, ref ComponentGetState args)
- {
- // Using new(...) To avoid mispredictions due to MergeImplicitData. This will mean the server-side code is
- // slightly slower, and really this function should just be overridden by the client...
- args.State = new StatusEffectsComponentState(new(component.ActiveEffects), new(component.AllowedEffects));
- }
- private void OnHandleState(EntityUid uid, StatusEffectsComponent component, ref ComponentHandleState args)
- {
- if (args.Current is not StatusEffectsComponentState state)
- return;
- component.AllowedEffects.Clear();
- component.AllowedEffects.AddRange(state.AllowedEffects);
- // Remove non-existent effects.
- foreach (var key in component.ActiveEffects.Keys)
- {
- if (!state.ActiveEffects.ContainsKey(key))
- component.ActiveEffects.Remove(key);
- }
- foreach (var (key, effect) in state.ActiveEffects)
- {
- component.ActiveEffects[key] = new(effect);
- }
- if (component.ActiveEffects.Count == 0)
- RemComp<ActiveStatusEffectsComponent>(uid);
- else
- EnsureComp<ActiveStatusEffectsComponent>(uid);
- }
- private void OnRejuvenate(EntityUid uid, StatusEffectsComponent component, RejuvenateEvent args)
- {
- TryRemoveAllStatusEffects(uid, component);
- }
- /// <summary>
- /// Tries to add a status effect to an entity, with a given component added as well.
- /// </summary>
- /// <param name="uid">The entity to add the effect to.</param>
- /// <param name="key">The status effect ID to add.</param>
- /// <param name="time">How long the effect should last for.</param>
- /// <param name="refresh">The status effect cooldown should be refreshed (true) or accumulated (false).</param>
- /// <param name="status">The status effects component to change, if you already have it.</param>
- /// <returns>False if the effect could not be added or the component already exists, true otherwise.</returns>
- /// <typeparam name="T">The component type to add and remove from the entity.</typeparam>
- public bool TryAddStatusEffect<T>(EntityUid uid, string key, TimeSpan time, bool refresh,
- StatusEffectsComponent? status = null)
- where T : IComponent, new()
- {
- if (!Resolve(uid, ref status, false))
- return false;
- if (!TryAddStatusEffect(uid, key, time, refresh, status))
- return false;
- if (HasComp<T>(uid))
- return true;
- EntityManager.AddComponent<T>(uid);
- status.ActiveEffects[key].RelevantComponent = _componentFactory.GetComponentName<T>();
- return true;
- }
- public bool TryAddStatusEffect(EntityUid uid, string key, TimeSpan time, bool refresh, string component,
- StatusEffectsComponent? status = null)
- {
- if (!Resolve(uid, ref status, false))
- return false;
- if (TryAddStatusEffect(uid, key, time, refresh, status))
- {
- // If they already have the comp, we just won't bother updating anything.
- if (!EntityManager.HasComponent(uid, _componentFactory.GetRegistration(component).Type))
- {
- var newComponent = (Component) _componentFactory.GetComponent(component);
- EntityManager.AddComponent(uid, newComponent);
- status.ActiveEffects[key].RelevantComponent = component;
- }
- return true;
- }
- return false;
- }
- /// <summary>
- /// Tries to add a status effect to an entity with a certain timer.
- /// </summary>
- /// <param name="uid">The entity to add the effect to.</param>
- /// <param name="key">The status effect ID to add.</param>
- /// <param name="time">How long the effect should last for.</param>
- /// <param name="refresh">The status effect cooldown should be refreshed (true) or accumulated (false).</param>
- /// <param name="status">The status effects component to change, if you already have it.</param>
- /// <param name="startTime">The time at which the status effect started. This exists mostly for prediction
- /// resetting.</param>
- /// <returns>False if the effect could not be added, or if the effect already existed.</returns>
- /// <remarks>
- /// This obviously does not add any actual 'effects' on its own. Use the generic overload,
- /// which takes in a component type, if you want to automatically add and remove a component.
- ///
- /// If the effect already exists, it will simply replace the cooldown with the new one given.
- /// If you want special 'effect merging' behavior, do it your own damn self!
- /// </remarks>
- public bool TryAddStatusEffect(EntityUid uid,
- string key,
- TimeSpan time,
- bool refresh,
- StatusEffectsComponent? status = null,
- TimeSpan? startTime = null)
- {
- if (!Resolve(uid, ref status, false))
- return false;
- if (!CanApplyEffect(uid, key, status))
- return false;
- // we already checked if it has the index in CanApplyEffect so a straight index and not tryindex here
- // is fine
- var proto = _prototypeManager.Index<StatusEffectPrototype>(key);
- var start = startTime ?? _gameTiming.CurTime;
- (TimeSpan, TimeSpan) cooldown = (start, start + time);
- if (HasStatusEffect(uid, key, status))
- {
- status.ActiveEffects[key].CooldownRefresh = refresh;
- if (refresh)
- {
- //Making sure we don't reset a longer cooldown by applying a shorter one.
- if ((status.ActiveEffects[key].Cooldown.Item2 - _gameTiming.CurTime) < time)
- {
- //Refresh cooldown time.
- status.ActiveEffects[key].Cooldown = cooldown;
- }
- }
- else
- {
- //Accumulate cooldown time.
- status.ActiveEffects[key].Cooldown.Item2 += time;
- }
- }
- else
- {
- status.ActiveEffects.Add(key, new StatusEffectState(cooldown, refresh, null));
- EnsureComp<ActiveStatusEffectsComponent>(uid);
- }
- if (proto.Alert != null)
- {
- var cooldown1 = GetAlertCooldown(uid, proto.Alert.Value, status);
- _alertsSystem.ShowAlert(uid, proto.Alert.Value, null, cooldown1);
- }
- Dirty(uid, status);
- RaiseLocalEvent(uid, new StatusEffectAddedEvent(uid, key));
- return true;
- }
- /// <summary>
- /// Finds the maximum cooldown among all status effects with the same alert
- /// </summary>
- /// <remarks>
- /// This is mostly for stuns, since Stun and Knockdown share an alert key. Other times this pretty much
- /// will not be useful.
- /// </remarks>
- private (TimeSpan, TimeSpan)? GetAlertCooldown(EntityUid uid, ProtoId<AlertPrototype> alert, StatusEffectsComponent status)
- {
- (TimeSpan, TimeSpan)? maxCooldown = null;
- foreach (var kvp in status.ActiveEffects)
- {
- var proto = _prototypeManager.Index<StatusEffectPrototype>(kvp.Key);
- if (proto.Alert == alert)
- {
- if (maxCooldown == null || kvp.Value.Cooldown.Item2 > maxCooldown.Value.Item2)
- {
- maxCooldown = kvp.Value.Cooldown;
- }
- }
- }
- return maxCooldown;
- }
- /// <summary>
- /// Attempts to remove a status effect from an entity.
- /// </summary>
- /// <param name="uid">The entity to remove an effect from.</param>
- /// <param name="key">The effect ID to remove.</param>
- /// <param name="status">The status effects component to change, if you already have it.</param>
- /// <param name="remComp">If true, status effect removal will also remove the relevant component. This option
- /// exists mostly for prediction resetting.</param>
- /// <returns>False if the effect could not be removed, true otherwise.</returns>
- /// <remarks>
- /// Obviously this doesn't automatically clear any effects a status effect might have.
- /// That's up to the removed component to handle itself when it's removed.
- /// </remarks>
- public bool TryRemoveStatusEffect(EntityUid uid, string key,
- StatusEffectsComponent? status = null, bool remComp = true)
- {
- if (!Resolve(uid, ref status, false))
- return false;
- if (!status.ActiveEffects.ContainsKey(key))
- return false;
- if (!_prototypeManager.TryIndex<StatusEffectPrototype>(key, out var proto))
- return false;
- var state = status.ActiveEffects[key];
- // There are cases where a status effect component might be server-only, so TryGetRegistration...
- if (remComp
- && state.RelevantComponent != null
- && _componentFactory.TryGetRegistration(state.RelevantComponent, out var registration))
- {
- var type = registration.Type;
- EntityManager.RemoveComponent(uid, type);
- }
- if (proto.Alert != null)
- {
- _alertsSystem.ClearAlert(uid, proto.Alert.Value);
- }
- status.ActiveEffects.Remove(key);
- if (status.ActiveEffects.Count == 0)
- {
- RemComp<ActiveStatusEffectsComponent>(uid);
- }
- Dirty(uid, status);
- RaiseLocalEvent(uid, new StatusEffectEndedEvent(uid, key));
- return true;
- }
- /// <summary>
- /// Tries to remove all status effects from a given entity.
- /// </summary>
- /// <param name="uid">The entity to remove effects from.</param>
- /// <param name="status">The status effects component to change, if you already have it.</param>
- /// <returns>False if any status effects failed to be removed, true if they all did.</returns>
- public bool TryRemoveAllStatusEffects(EntityUid uid,
- StatusEffectsComponent? status = null)
- {
- if (!Resolve(uid, ref status, false))
- return false;
- bool failed = false;
- foreach (var effect in status.ActiveEffects)
- {
- if (!TryRemoveStatusEffect(uid, effect.Key, status))
- failed = true;
- }
- Dirty(uid, status);
- return failed;
- }
- /// <summary>
- /// Returns whether a given entity has the status effect active.
- /// </summary>
- /// <param name="uid">The entity to check on.</param>
- /// <param name="key">The status effect ID to check for</param>
- /// <param name="status">The status effect component, should you already have it.</param>
- public bool HasStatusEffect(EntityUid uid, string key,
- StatusEffectsComponent? status = null)
- {
- if (!Resolve(uid, ref status, false))
- return false;
- if (!status.ActiveEffects.ContainsKey(key))
- return false;
- return true;
- }
- /// <summary>
- /// Returns whether a given entity can have a given effect applied to it.
- /// </summary>
- /// <param name="uid">The entity to check on.</param>
- /// <param name="key">The status effect ID to check for</param>
- /// <param name="status">The status effect component, should you already have it.</param>
- public bool CanApplyEffect(EntityUid uid, string key, StatusEffectsComponent? status = null)
- {
- // don't log since stuff calling this prolly doesn't care if we don't actually have it
- if (!Resolve(uid, ref status, false))
- return false;
- var ev = new BeforeStatusEffectAddedEvent(key);
- RaiseLocalEvent(uid, ref ev);
- if (ev.Cancelled)
- return false;
- if (!_prototypeManager.TryIndex<StatusEffectPrototype>(key, out var proto))
- return false;
- if (!status.AllowedEffects.Contains(key) && !proto.AlwaysAllowed)
- return false;
- return true;
- }
- /// <summary>
- /// Tries to add to the timer of an already existing status effect.
- /// </summary>
- /// <param name="uid">The entity to add time to.</param>
- /// <param name="key">The status effect to add time to.</param>
- /// <param name="time">The amount of time to add.</param>
- /// <param name="status">The status effect component, should you already have it.</param>
- public bool TryAddTime(EntityUid uid, string key, TimeSpan time,
- StatusEffectsComponent? status = null)
- {
- if (!Resolve(uid, ref status, false))
- return false;
- if (!HasStatusEffect(uid, key, status))
- return false;
- var timer = status.ActiveEffects[key].Cooldown;
- timer.Item2 += time;
- status.ActiveEffects[key].Cooldown = timer;
- if (_prototypeManager.TryIndex<StatusEffectPrototype>(key, out var proto)
- && proto.Alert != null)
- {
- (TimeSpan, TimeSpan)? cooldown = GetAlertCooldown(uid, proto.Alert.Value, status);
- _alertsSystem.ShowAlert(uid, proto.Alert.Value, null, cooldown);
- }
- Dirty(uid, status);
- return true;
- }
- /// <summary>
- /// Tries to remove time from the timer of an already existing status effect.
- /// </summary>
- /// <param name="uid">The entity to remove time from.</param>
- /// <param name="key">The status effect to remove time from.</param>
- /// <param name="time">The amount of time to add.</param>
- /// <param name="status">The status effect component, should you already have it.</param>
- public bool TryRemoveTime(EntityUid uid, string key, TimeSpan time,
- StatusEffectsComponent? status = null)
- {
- if (!Resolve(uid, ref status, false))
- return false;
- if (!HasStatusEffect(uid, key, status))
- return false;
- var timer = status.ActiveEffects[key].Cooldown;
- // what on earth are you doing, Gordon?
- if (time > timer.Item2)
- return false;
- timer.Item2 -= time;
- status.ActiveEffects[key].Cooldown = timer;
- if (_prototypeManager.TryIndex<StatusEffectPrototype>(key, out var proto)
- && proto.Alert != null)
- {
- (TimeSpan, TimeSpan)? cooldown = GetAlertCooldown(uid, proto.Alert.Value, status);
- _alertsSystem.ShowAlert(uid, proto.Alert.Value, null, cooldown);
- }
- Dirty(uid, status);
- return true;
- }
- /// <summary>
- /// Use if you want to set a cooldown directly.
- /// </summary>
- /// <remarks>
- /// Not used internally; just sets it itself.
- /// </remarks>
- public bool TrySetTime(EntityUid uid, string key, TimeSpan time,
- StatusEffectsComponent? status = null)
- {
- if (!Resolve(uid, ref status, false))
- return false;
- if (!HasStatusEffect(uid, key, status))
- return false;
- status.ActiveEffects[key].Cooldown = (_gameTiming.CurTime, _gameTiming.CurTime + time);
- Dirty(uid, status);
- return true;
- }
- /// <summary>
- /// Gets the cooldown for a given status effect on an entity.
- /// </summary>
- /// <param name="uid">The entity to check for status effects on.</param>
- /// <param name="key">The status effect to get time for.</param>
- /// <param name="time">Out var for the time, if it exists.</param>
- /// <param name="status">The status effects component to use, if any.</param>
- /// <returns>False if the status effect was not active, true otherwise.</returns>
- public bool TryGetTime(EntityUid uid, string key,
- [NotNullWhen(true)] out (TimeSpan, TimeSpan)? time,
- StatusEffectsComponent? status = null)
- {
- if (!Resolve(uid, ref status, false) || !HasStatusEffect(uid, key, status))
- {
- time = null;
- return false;
- }
- time = status.ActiveEffects[key].Cooldown;
- return true;
- }
- }
- /// <summary>
- /// Raised on an entity before a status effect is added to determine if adding it should be cancelled.
- /// </summary>
- [ByRefEvent]
- public record struct BeforeStatusEffectAddedEvent(string Key, bool Cancelled=false);
- public readonly struct StatusEffectAddedEvent
- {
- public readonly EntityUid Uid;
- public readonly string Key;
- public StatusEffectAddedEvent(EntityUid uid, string key)
- {
- Uid = uid;
- Key = key;
- }
- }
- public readonly struct StatusEffectEndedEvent
- {
- public readonly EntityUid Uid;
- public readonly string Key;
- public StatusEffectEndedEvent(EntityUid uid, string key)
- {
- Uid = uid;
- Key = key;
- }
- }
- }
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