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- using System.Diagnostics.CodeAnalysis;
- using Content.Server.Administration.Logs;
- using Content.Server.Atmos.EntitySystems;
- using Content.Server.Body.Systems;
- using Content.Server.Construction;
- using Content.Server.Destructible.Thresholds;
- using Content.Server.Destructible.Thresholds.Behaviors;
- using Content.Server.Destructible.Thresholds.Triggers;
- using Content.Server.Explosion.EntitySystems;
- using Content.Server.Fluids.EntitySystems;
- using Content.Server.Stack;
- using Content.Shared.Chemistry.EntitySystems;
- using Content.Shared.Damage;
- using Content.Shared.Database;
- using Content.Shared.Destructible;
- using Content.Shared.FixedPoint;
- using JetBrains.Annotations;
- using Robust.Server.Audio;
- using Robust.Server.GameObjects;
- using Robust.Shared.Containers;
- using Robust.Shared.Prototypes;
- using Robust.Shared.Random;
- using System.Linq;
- namespace Content.Server.Destructible
- {
- [UsedImplicitly]
- public sealed class DestructibleSystem : SharedDestructibleSystem
- {
- [Dependency] public readonly IRobustRandom Random = default!;
- public new IEntityManager EntityManager => base.EntityManager;
- [Dependency] public readonly AtmosphereSystem AtmosphereSystem = default!;
- [Dependency] public readonly AudioSystem AudioSystem = default!;
- [Dependency] public readonly BodySystem BodySystem = default!;
- [Dependency] public readonly ConstructionSystem ConstructionSystem = default!;
- [Dependency] public readonly ExplosionSystem ExplosionSystem = default!;
- [Dependency] public readonly StackSystem StackSystem = default!;
- [Dependency] public readonly TriggerSystem TriggerSystem = default!;
- [Dependency] public readonly SharedSolutionContainerSystem SolutionContainerSystem = default!;
- [Dependency] public readonly PuddleSystem PuddleSystem = default!;
- [Dependency] public readonly SharedContainerSystem ContainerSystem = default!;
- [Dependency] public readonly IPrototypeManager PrototypeManager = default!;
- [Dependency] public readonly IComponentFactory ComponentFactory = default!;
- [Dependency] public readonly IAdminLogManager _adminLogger = default!;
- public override void Initialize()
- {
- base.Initialize();
- SubscribeLocalEvent<DestructibleComponent, DamageChangedEvent>(Execute);
- }
- /// <summary>
- /// Check if any thresholds were reached. if they were, execute them.
- /// </summary>
- public void Execute(EntityUid uid, DestructibleComponent component, DamageChangedEvent args)
- {
- foreach (var threshold in component.Thresholds)
- {
- if (threshold.Reached(args.Damageable, this))
- {
- RaiseLocalEvent(uid, new DamageThresholdReached(component, threshold), true);
- // Convert behaviors into string for logs
- var triggeredBehaviors = string.Join(", ", threshold.Behaviors.Select(b =>
- {
- if (b is DoActsBehavior doActsBehavior)
- {
- return $"{b.GetType().Name}:{doActsBehavior.Acts.ToString()}";
- }
- return b.GetType().Name;
- }));
- if (args.Origin != null)
- {
- _adminLogger.Add(LogType.Damaged, LogImpact.Medium,
- $"{ToPrettyString(args.Origin.Value):actor} caused {ToPrettyString(uid):subject} to trigger [{triggeredBehaviors}]");
- }
- else
- {
- _adminLogger.Add(LogType.Damaged, LogImpact.Medium,
- $"Unknown damage source caused {ToPrettyString(uid):subject} to trigger [{triggeredBehaviors}]");
- }
- threshold.Execute(uid, this, EntityManager, args.Origin);
- }
- // if destruction behavior (or some other deletion effect) occurred, don't run other triggers.
- if (EntityManager.IsQueuedForDeletion(uid) || Deleted(uid))
- return;
- }
- }
- public bool TryGetDestroyedAt(Entity<DestructibleComponent?> ent, [NotNullWhen(true)] out FixedPoint2? destroyedAt)
- {
- destroyedAt = null;
- if (!Resolve(ent, ref ent.Comp, false))
- return false;
- destroyedAt = DestroyedAt(ent, ent.Comp);
- return true;
- }
- // FFS this shouldn't be this hard. Maybe this should just be a field of the destructible component. Its not
- // like there is currently any entity that is NOT just destroyed upon reaching a total-damage value.
- /// <summary>
- /// Figure out how much damage an entity needs to have in order to be destroyed.
- /// </summary>
- /// <remarks>
- /// This assumes that this entity has some sort of destruction or breakage behavior triggered by a
- /// total-damage threshold.
- /// </remarks>
- public FixedPoint2 DestroyedAt(EntityUid uid, DestructibleComponent? destructible = null)
- {
- if (!Resolve(uid, ref destructible, logMissing: false))
- return FixedPoint2.MaxValue;
- // We have nested for loops here, but the vast majority of components only have one threshold with 1-3 behaviors.
- // Really, this should probably just be a property of the damageable component.
- var damageNeeded = FixedPoint2.MaxValue;
- foreach (var threshold in destructible.Thresholds)
- {
- if (threshold.Trigger is not DamageTrigger trigger)
- continue;
- foreach (var behavior in threshold.Behaviors)
- {
- if (behavior is DoActsBehavior actBehavior &&
- actBehavior.HasAct(ThresholdActs.Destruction | ThresholdActs.Breakage))
- {
- damageNeeded = Math.Min(damageNeeded.Float(), trigger.Damage);
- }
- }
- }
- return damageNeeded;
- }
- }
- // Currently only used for destructible integration tests. Unless other uses are found for this, maybe this should just be removed and the tests redone.
- /// <summary>
- /// Event raised when a <see cref="DamageThreshold"/> is reached.
- /// </summary>
- public sealed class DamageThresholdReached : EntityEventArgs
- {
- public readonly DestructibleComponent Parent;
- public readonly DamageThreshold Threshold;
- public DamageThresholdReached(DestructibleComponent parent, DamageThreshold threshold)
- {
- Parent = parent;
- Threshold = threshold;
- }
- }
- }
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