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- //
- // SPDX-License-Identifier: AGPL-3.0-or-later
- using System.Linq;
- using Content.Shared.CCVar;
- using Content.Shared.Chemistry;
- using Content.Shared.Damage.Prototypes;
- using Content.Shared.FixedPoint;
- using Content.Shared.Inventory;
- using Content.Shared.Mind.Components;
- using Content.Shared.Mobs.Components;
- using Content.Shared.Mobs.Systems;
- using Content.Shared.Radiation.Events;
- using Content.Shared.Rejuvenate;
- using Robust.Shared.Configuration;
- using Robust.Shared.GameStates;
- using Robust.Shared.Network;
- using Robust.Shared.Prototypes;
- using Robust.Shared.Utility;
- // Shitmed Change
- using Content.Shared.Body.Systems;
- using Content.Shared._Shitmed.Targeting;
- using Robust.Shared.Random;
- namespace Content.Shared.Damage
- {
- public sealed class DamageableSystem : EntitySystem
- {
- [Dependency] private readonly IPrototypeManager _prototypeManager = default!;
- [Dependency] private readonly SharedAppearanceSystem _appearance = default!;
- [Dependency] private readonly INetManager _netMan = default!;
- [Dependency] private readonly SharedBodySystem _body = default!; // Shitmed Change
- [Dependency] private readonly IRobustRandom _random = default!; // Shitmed Change
- [Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
- [Dependency] private readonly IConfigurationManager _config = default!;
- [Dependency] private readonly SharedChemistryGuideDataSystem _chemistryGuideData = default!;
- private EntityQuery<AppearanceComponent> _appearanceQuery;
- private EntityQuery<DamageableComponent> _damageableQuery;
- private EntityQuery<MindContainerComponent> _mindContainerQuery;
- public float UniversalAllDamageModifier { get; private set; } = 1f;
- public float UniversalAllHealModifier { get; private set; } = 1f;
- public float UniversalMeleeDamageModifier { get; private set; } = 1f;
- public float UniversalProjectileDamageModifier { get; private set; } = 1f;
- public float UniversalHitscanDamageModifier { get; private set; } = 1f;
- public float UniversalReagentDamageModifier { get; private set; } = 1f;
- public float UniversalReagentHealModifier { get; private set; } = 1f;
- public float UniversalExplosionDamageModifier { get; private set; } = 1f;
- public float UniversalThrownDamageModifier { get; private set; } = 1f;
- public float UniversalTopicalsHealModifier { get; private set; } = 1f;
- public override void Initialize()
- {
- SubscribeLocalEvent<DamageableComponent, ComponentInit>(DamageableInit);
- SubscribeLocalEvent<DamageableComponent, ComponentHandleState>(DamageableHandleState);
- SubscribeLocalEvent<DamageableComponent, ComponentGetState>(DamageableGetState);
- SubscribeLocalEvent<DamageableComponent, OnIrradiatedEvent>(OnIrradiated);
- SubscribeLocalEvent<DamageableComponent, RejuvenateEvent>(OnRejuvenate);
- _appearanceQuery = GetEntityQuery<AppearanceComponent>();
- _damageableQuery = GetEntityQuery<DamageableComponent>();
- _mindContainerQuery = GetEntityQuery<MindContainerComponent>();
- // Damage modifier CVars are updated and stored here to be queried in other systems.
- // Note that certain modifiers requires reloading the guidebook.
- Subs.CVar(_config, CCVars.PlaytestAllDamageModifier, value =>
- {
- UniversalAllDamageModifier = value;
- _chemistryGuideData.ReloadAllReagentPrototypes();
- }, true);
- Subs.CVar(_config, CCVars.PlaytestAllHealModifier, value =>
- {
- UniversalAllHealModifier = value;
- _chemistryGuideData.ReloadAllReagentPrototypes();
- }, true);
- Subs.CVar(_config, CCVars.PlaytestProjectileDamageModifier, value => UniversalProjectileDamageModifier = value, true);
- Subs.CVar(_config, CCVars.PlaytestMeleeDamageModifier, value => UniversalMeleeDamageModifier = value, true);
- Subs.CVar(_config, CCVars.PlaytestProjectileDamageModifier, value => UniversalProjectileDamageModifier = value, true);
- Subs.CVar(_config, CCVars.PlaytestHitscanDamageModifier, value => UniversalHitscanDamageModifier = value, true);
- Subs.CVar(_config, CCVars.PlaytestReagentDamageModifier, value =>
- {
- UniversalReagentDamageModifier = value;
- _chemistryGuideData.ReloadAllReagentPrototypes();
- }, true);
- Subs.CVar(_config, CCVars.PlaytestReagentHealModifier, value =>
- {
- UniversalReagentHealModifier = value;
- _chemistryGuideData.ReloadAllReagentPrototypes();
- }, true);
- Subs.CVar(_config, CCVars.PlaytestExplosionDamageModifier, value => UniversalExplosionDamageModifier = value, true);
- Subs.CVar(_config, CCVars.PlaytestThrownDamageModifier, value => UniversalThrownDamageModifier = value, true);
- Subs.CVar(_config, CCVars.PlaytestTopicalsHealModifier, value => UniversalTopicalsHealModifier = value, true);
- }
- /// <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, bool? canSever = null) // Shitmed Change
- {
- 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, canSever ?? true)); // Shitmed Change
- }
- /// <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,
- // Shitmed Change
- bool? canSever = true, bool? canEvade = false, float? partMultiplier = 1.00f, TargetBodyPart? targetPart = null,
- float armorPenetration = 0f,
- // Goobstation
- bool heavyAttack = false)
- {
- 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, targetPart, canEvade ?? false, heavyAttack); // Shitmed Change // Goobstation
- RaiseLocalEvent(uid.Value, ref before);
- if (before.Cancelled)
- return null;
- // Shitmed Change Start
- var partDamage = new TryChangePartDamageEvent(damage, origin, targetPart, ignoreResistances, armorPenetration, canSever ?? true, canEvade ?? false, partMultiplier ?? 1.00f);
- RaiseLocalEvent(uid.Value, ref partDamage);
- if (partDamage.Evaded || partDamage.Cancelled)
- return null;
- // Shitmed Change 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..
- // TODO: We need to add a check to see if the given armor covers the targeted part (if any) to modify or not.
- damage = DamageSpecifier.ApplyModifierSet(damage, modifierSet);
- }
- var ev = new DamageModifyEvent(uid.Value, damage, origin, targetPart, armorPenetration); // Shitmed + Goobstation Change
- RaiseLocalEvent(uid.Value, ev);
- damage = ev.Damage;
- if (damage.Empty)
- {
- return damage;
- }
- }
- 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, canSever); // Shitmed Change
- 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());
- // Shitmed Change Start
- if (HasComp<TargetingComponent>(uid))
- {
- foreach (var (part, _) in _body.GetBodyChildren(uid))
- {
- if (!TryComp(part, out DamageableComponent? damageComp))
- continue;
- SetAllDamage(part, damageComp, newValue);
- }
- }
- // Shitmed Change End
- }
- 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);
- }
- 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 = component.Damage - newDamage;
- delta.TrimZeros();
- if (!delta.Empty)
- {
- component.Damage = newDamage;
- DamageChanged(uid, component, delta);
- }
- }
- }
- /// <summary>
- /// Raised before damage is done, so stuff can cancel it if necessary.
- /// </summary>
- [ByRefEvent]
- public record struct BeforeDamageChangedEvent(
- DamageSpecifier Damage,
- EntityUid? Origin = null,
- TargetBodyPart? TargetPart = null, // Shitmed Change
- bool CanEvade = false, // Lavaland Change
- bool HeavyAttack = false, // Goobstation
- bool Cancelled = false);
- /// <summary>
- /// Shitmed Change: Raised on parts before damage is done so we can cancel the damage if they evade.
- /// </summary>
- [ByRefEvent]
- public record struct TryChangePartDamageEvent(
- DamageSpecifier Damage,
- EntityUid? Origin = null,
- TargetBodyPart? TargetPart = null,
- bool IgnoreResistances = false,
- float ArmorPenetration = 0f,
- bool CanSever = true,
- bool CanEvade = false,
- float PartMultiplier = 1.00f,
- bool Evaded = false,
- 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 EntityUid Target; // Goobstation
- public readonly DamageSpecifier OriginalDamage;
- public DamageSpecifier Damage;
- public EntityUid? Origin;
- public readonly TargetBodyPart? TargetPart; // Shitmed Change
- public float ArmorPenetration; // Goobstation
- public DamageModifyEvent(EntityUid target, DamageSpecifier damage, EntityUid? origin = null, TargetBodyPart? targetPart = null, float armorPenetration = 0) // Shitmed + Goobstation Change
- {
- Target = target; // Goobstation
- OriginalDamage = damage;
- Damage = damage;
- Origin = origin;
- TargetPart = targetPart; // Shitmed Change
- ArmorPenetration = armorPenetration; // Goobstation
- }
- }
- 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;
- /// <summary>
- /// Shitmed Change: Can this damage event sever parts?
- /// </summary>
- public readonly bool CanSever;
- public DamageChangedEvent(DamageableComponent damageable, DamageSpecifier? damageDelta, bool interruptsDoAfters, EntityUid? origin, bool canSever = true) // Shitmed Change
- {
- Damageable = damageable;
- DamageDelta = damageDelta;
- Origin = origin;
- CanSever = canSever; // Shitmed Change
- if (DamageDelta == null)
- return;
- foreach (var damageChange in DamageDelta.DamageDict.Values)
- {
- if (damageChange > 0)
- {
- DamageIncreased = true;
- break;
- }
- }
- InterruptsDoAfters = interruptsDoAfters && DamageIncreased;
- }
- }
- }
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