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- using System.Diagnostics.CodeAnalysis;
- using System.Linq;
- using Content.Shared.Alert;
- using Content.Shared.Damage;
- using Content.Shared.FixedPoint;
- using Content.Shared.Mobs.Components;
- using Content.Shared.Mobs.Events;
- using Robust.Shared.GameStates;
- namespace Content.Shared.Mobs.Systems;
- public sealed class MobThresholdSystem : EntitySystem
- {
- [Dependency] private readonly MobStateSystem _mobStateSystem = default!;
- [Dependency] private readonly AlertsSystem _alerts = default!;
- public override void Initialize()
- {
- SubscribeLocalEvent<MobThresholdsComponent, ComponentGetState>(OnGetState);
- SubscribeLocalEvent<MobThresholdsComponent, ComponentHandleState>(OnHandleState);
- SubscribeLocalEvent<MobThresholdsComponent, ComponentShutdown>(MobThresholdShutdown);
- SubscribeLocalEvent<MobThresholdsComponent, ComponentStartup>(MobThresholdStartup);
- SubscribeLocalEvent<MobThresholdsComponent, DamageChangedEvent>(OnDamaged);
- SubscribeLocalEvent<MobThresholdsComponent, UpdateMobStateEvent>(OnUpdateMobState);
- SubscribeLocalEvent<MobThresholdsComponent, MobStateChangedEvent>(OnThresholdsMobState);
- }
- private void OnGetState(EntityUid uid, MobThresholdsComponent component, ref ComponentGetState args)
- {
- var thresholds = new Dictionary<FixedPoint2, MobState>();
- foreach (var (key, value) in component.Thresholds)
- {
- thresholds.Add(key, value);
- }
- args.State = new MobThresholdsComponentState(thresholds,
- component.TriggersAlerts,
- component.CurrentThresholdState,
- component.StateAlertDict,
- component.ShowOverlays,
- component.AllowRevives);
- }
- private void OnHandleState(EntityUid uid, MobThresholdsComponent component, ref ComponentHandleState args)
- {
- if (args.Current is not MobThresholdsComponentState state)
- return;
- component.Thresholds = new SortedDictionary<FixedPoint2, MobState>(state.UnsortedThresholds);
- component.TriggersAlerts = state.TriggersAlerts;
- component.CurrentThresholdState = state.CurrentThresholdState;
- component.AllowRevives = state.AllowRevives;
- }
- #region Public API
- /// <summary>
- /// Gets the next available state for a mob.
- /// </summary>
- /// <param name="target">Target entity</param>
- /// <param name="mobState">Supplied MobState</param>
- /// <param name="nextState">The following MobState. Can be null if there isn't one.</param>
- /// <param name="thresholdsComponent">Threshold Component Owned by the target</param>
- /// <returns>True if the next mob state exists</returns>
- public bool TryGetNextState(
- EntityUid target,
- MobState mobState,
- [NotNullWhen(true)] out MobState? nextState,
- MobThresholdsComponent? thresholdsComponent = null)
- {
- nextState = null;
- if (!Resolve(target, ref thresholdsComponent))
- return false;
- MobState? min = null;
- foreach (var state in thresholdsComponent.Thresholds.Values)
- {
- if (state <= mobState)
- continue;
- if (min == null || state < min)
- min = state;
- }
- nextState = min;
- return nextState != null;
- }
- /// <summary>
- /// Get the Damage Threshold for the appropriate state if it exists
- /// </summary>
- /// <param name="target">Target Entity</param>
- /// <param name="mobState">MobState we want the Damage Threshold of</param>
- /// <param name="thresholdComponent">Threshold Component Owned by the target</param>
- /// <returns>the threshold or 0 if it doesn't exist</returns>
- public FixedPoint2 GetThresholdForState(EntityUid target, MobState mobState,
- MobThresholdsComponent? thresholdComponent = null)
- {
- if (!Resolve(target, ref thresholdComponent))
- return FixedPoint2.Zero;
- foreach (var pair in thresholdComponent.Thresholds)
- {
- if (pair.Value == mobState)
- {
- return pair.Key;
- }
- }
- return FixedPoint2.Zero;
- }
- /// <summary>
- /// Try to get the Damage Threshold for the appropriate state if it exists
- /// </summary>
- /// <param name="target">Target Entity</param>
- /// <param name="mobState">MobState we want the Damage Threshold of</param>
- /// <param name="threshold">The damage Threshold for the given state</param>
- /// <param name="thresholdComponent">Threshold Component Owned by the target</param>
- /// <returns>true if successfully retrieved a threshold</returns>
- public bool TryGetThresholdForState(EntityUid target, MobState mobState,
- [NotNullWhen(true)] out FixedPoint2? threshold,
- MobThresholdsComponent? thresholdComponent = null)
- {
- threshold = null;
- if (!Resolve(target, ref thresholdComponent))
- return false;
- foreach (var pair in thresholdComponent.Thresholds)
- {
- if (pair.Value == mobState)
- {
- threshold = pair.Key;
- return true;
- }
- }
- return false;
- }
- /// <summary>
- /// Try to get the a percentage of the Damage Threshold for the appropriate state if it exists
- /// </summary>
- /// <param name="target">Target Entity</param>
- /// <param name="mobState">MobState we want the Damage Threshold of</param>
- /// <param name="damage">The Damage being applied</param>
- /// <param name="percentage">Percentage of Damage compared to the Threshold</param>
- /// <param name="thresholdComponent">Threshold Component Owned by the target</param>
- /// <returns>true if successfully retrieved a percentage</returns>
- public bool TryGetPercentageForState(EntityUid target, MobState mobState, FixedPoint2 damage,
- [NotNullWhen(true)] out FixedPoint2? percentage,
- MobThresholdsComponent? thresholdComponent = null)
- {
- percentage = null;
- if (!TryGetThresholdForState(target, mobState, out var threshold, thresholdComponent))
- return false;
- percentage = damage / threshold;
- return true;
- }
- /// <summary>
- /// Try to get the Damage Threshold for crit or death. Outputs the first found threshold.
- /// </summary>
- /// <param name="target">Target Entity</param>
- /// <param name="threshold">The Damage Threshold for incapacitation</param>
- /// <param name="thresholdComponent">Threshold Component owned by the target</param>
- /// <returns>true if successfully retrieved incapacitation threshold</returns>
- public bool TryGetIncapThreshold(EntityUid target, [NotNullWhen(true)] out FixedPoint2? threshold,
- MobThresholdsComponent? thresholdComponent = null)
- {
- threshold = null;
- if (!Resolve(target, ref thresholdComponent))
- return false;
- return TryGetThresholdForState(target, MobState.Critical, out threshold, thresholdComponent)
- || TryGetThresholdForState(target, MobState.Dead, out threshold, thresholdComponent);
- }
- /// <summary>
- /// Try to get a percentage of the Damage Threshold for crit or death. Outputs the first found percentage.
- /// </summary>
- /// <param name="target">Target Entity</param>
- /// <param name="damage">The damage being applied</param>
- /// <param name="percentage">Percentage of Damage compared to the Incapacitation Threshold</param>
- /// <param name="thresholdComponent">Threshold Component Owned by the target</param>
- /// <returns>true if successfully retrieved incapacitation percentage</returns>
- public bool TryGetIncapPercentage(EntityUid target, FixedPoint2 damage,
- [NotNullWhen(true)] out FixedPoint2? percentage,
- MobThresholdsComponent? thresholdComponent = null)
- {
- percentage = null;
- if (!TryGetIncapThreshold(target, out var threshold, thresholdComponent))
- return false;
- if (damage == 0)
- {
- percentage = 0;
- return true;
- }
- percentage = FixedPoint2.Min(1.0f, damage / threshold.Value);
- return true;
- }
- /// <summary>
- /// Try to get the Damage Threshold for death
- /// </summary>
- /// <param name="target">Target Entity</param>
- /// <param name="threshold">The Damage Threshold for death</param>
- /// <param name="thresholdComponent">Threshold Component owned by the target</param>
- /// <returns>true if successfully retrieved incapacitation threshold</returns>
- public bool TryGetDeadThreshold(EntityUid target, [NotNullWhen(true)] out FixedPoint2? threshold,
- MobThresholdsComponent? thresholdComponent = null)
- {
- threshold = null;
- if (!Resolve(target, ref thresholdComponent, false))
- return false;
- return TryGetThresholdForState(target, MobState.Dead, out threshold, thresholdComponent);
- }
- /// <summary>
- /// Try to get a percentage of the Damage Threshold for death
- /// </summary>
- /// <param name="target">Target Entity</param>
- /// <param name="damage">The damage being applied</param>
- /// <param name="percentage">Percentage of Damage compared to the Death Threshold</param>
- /// <param name="thresholdComponent">Threshold Component Owned by the target</param>
- /// <returns>true if successfully retrieved death percentage</returns>
- public bool TryGetDeadPercentage(EntityUid target, FixedPoint2 damage,
- [NotNullWhen(true)] out FixedPoint2? percentage,
- MobThresholdsComponent? thresholdComponent = null)
- {
- percentage = null;
- if (!TryGetDeadThreshold(target, out var threshold, thresholdComponent))
- return false;
- if (damage == 0)
- {
- percentage = 0;
- return true;
- }
- percentage = FixedPoint2.Min(1.0f, damage / threshold.Value);
- return true;
- }
- /// <summary>
- /// Takes the damage from one entity and scales it relative to the health of another
- /// </summary>
- /// <param name="target1">The entity whose damage will be scaled</param>
- /// <param name="target2">The entity whose health the damage will scale to</param>
- /// <param name="damage">The newly scaled damage. Can be null</param>
- public bool GetScaledDamage(EntityUid target1, EntityUid target2, out DamageSpecifier? damage)
- {
- damage = null;
- if (!TryComp<DamageableComponent>(target1, out var oldDamage))
- return false;
- if (!TryComp<MobThresholdsComponent>(target1, out var threshold1) ||
- !TryComp<MobThresholdsComponent>(target2, out var threshold2))
- return false;
- if (!TryGetThresholdForState(target1, MobState.Dead, out var ent1DeadThreshold, threshold1))
- ent1DeadThreshold = 0;
- if (!TryGetThresholdForState(target2, MobState.Dead, out var ent2DeadThreshold, threshold2))
- ent2DeadThreshold = 0;
- damage = (oldDamage.Damage / ent1DeadThreshold.Value) * ent2DeadThreshold.Value;
- return true;
- }
- /// <summary>
- /// Set a MobState Threshold or create a new one if it doesn't exist
- /// </summary>
- /// <param name="target">Target Entity</param>
- /// <param name="damage">Damageable Component owned by the target</param>
- /// <param name="mobState">MobState Component owned by the target</param>
- /// <param name="threshold">MobThreshold Component owned by the target</param>
- public void SetMobStateThreshold(EntityUid target, FixedPoint2 damage, MobState mobState,
- MobThresholdsComponent? threshold = null)
- {
- if (!Resolve(target, ref threshold))
- return;
- // create a duplicate dictionary so we don't modify while enumerating.
- var thresholds = new Dictionary<FixedPoint2, MobState>(threshold.Thresholds);
- foreach (var (damageThreshold, state) in thresholds)
- {
- if (state != mobState)
- continue;
- threshold.Thresholds.Remove(damageThreshold);
- }
- threshold.Thresholds[damage] = mobState;
- Dirty(target, threshold);
- VerifyThresholds(target, threshold);
- }
- /// <summary>
- /// Checks to see if we should change states based on thresholds.
- /// Call this if you change the amount of damagable without triggering a damageChangedEvent or if you change
- /// </summary>
- /// <param name="target">Target Entity</param>
- /// <param name="threshold">Threshold Component owned by the Target</param>
- /// <param name="mobState">MobState Component owned by the Target</param>
- /// <param name="damageable">Damageable Component owned by the Target</param>
- public void VerifyThresholds(EntityUid target, MobThresholdsComponent? threshold = null,
- MobStateComponent? mobState = null, DamageableComponent? damageable = null)
- {
- if (!Resolve(target, ref mobState, ref threshold, ref damageable))
- return;
- CheckThresholds(target, mobState, threshold, damageable);
- var ev = new MobThresholdChecked(target, mobState, threshold, damageable);
- RaiseLocalEvent(target, ref ev, true);
- UpdateAlerts(target, mobState.CurrentState, threshold, damageable);
- }
- public void SetAllowRevives(EntityUid uid, bool val, MobThresholdsComponent? component = null)
- {
- if (!Resolve(uid, ref component, false))
- return;
- component.AllowRevives = val;
- Dirty(uid, component);
- VerifyThresholds(uid, component);
- }
- #endregion
- #region Private Implementation
- private void CheckThresholds(EntityUid target, MobStateComponent mobStateComponent,
- MobThresholdsComponent thresholdsComponent, DamageableComponent damageableComponent, EntityUid? origin = null)
- {
- foreach (var (threshold, mobState) in thresholdsComponent.Thresholds.Reverse())
- {
- if (damageableComponent.TotalDamage < threshold)
- continue;
- TriggerThreshold(target, mobState, mobStateComponent, thresholdsComponent, origin);
- break;
- }
- }
- private void TriggerThreshold(
- EntityUid target,
- MobState newState,
- MobStateComponent? mobState = null,
- MobThresholdsComponent? thresholds = null,
- EntityUid? origin = null)
- {
- if (!Resolve(target, ref mobState, ref thresholds) ||
- mobState.CurrentState == newState)
- {
- return;
- }
- if (mobState.CurrentState != MobState.Dead || thresholds.AllowRevives)
- {
- thresholds.CurrentThresholdState = newState;
- Dirty(target, thresholds);
- }
- _mobStateSystem.UpdateMobState(target, mobState, origin);
- }
- private void UpdateAlerts(EntityUid target, MobState currentMobState, MobThresholdsComponent? threshold = null,
- DamageableComponent? damageable = null)
- {
- if (!Resolve(target, ref threshold, ref damageable))
- return;
- // don't handle alerts if they are managed by another system... BobbySim (soon TM)
- if (!threshold.TriggersAlerts)
- return;
- if (!threshold.StateAlertDict.TryGetValue(currentMobState, out var currentAlert))
- {
- Log.Error($"No alert alert for mob state {currentMobState} for entity {ToPrettyString(target)}");
- return;
- }
- if (!_alerts.TryGet(currentAlert, out var alertPrototype))
- {
- Log.Error($"Invalid alert type {currentAlert}");
- return;
- }
- if (alertPrototype.SupportsSeverity)
- {
- var severity = _alerts.GetMinSeverity(currentAlert);
- var ev = new BeforeAlertSeverityCheckEvent(currentAlert, severity);
- RaiseLocalEvent(target, ev);
- if (ev.CancelUpdate)
- {
- _alerts.ShowAlert(target, ev.CurrentAlert, ev.Severity);
- return;
- }
- if (TryGetNextState(target, currentMobState, out var nextState, threshold) &&
- TryGetPercentageForState(target, nextState.Value, damageable.TotalDamage, out var percentage))
- {
- percentage = FixedPoint2.Clamp(percentage.Value, 0, 1);
- severity = (short) MathF.Round(
- MathHelper.Lerp(
- _alerts.GetMinSeverity(currentAlert),
- _alerts.GetMaxSeverity(currentAlert),
- percentage.Value.Float()));
- }
- _alerts.ShowAlert(target, currentAlert, severity);
- }
- else
- {
- _alerts.ShowAlert(target, currentAlert);
- }
- }
- private void OnDamaged(EntityUid target, MobThresholdsComponent thresholds, DamageChangedEvent args)
- {
- if (!TryComp<MobStateComponent>(target, out var mobState))
- return;
- CheckThresholds(target, mobState, thresholds, args.Damageable, args.Origin);
- var ev = new MobThresholdChecked(target, mobState, thresholds, args.Damageable);
- RaiseLocalEvent(target, ref ev, true);
- UpdateAlerts(target, mobState.CurrentState, thresholds, args.Damageable);
- }
- private void MobThresholdStartup(EntityUid target, MobThresholdsComponent thresholds, ComponentStartup args)
- {
- if (!TryComp<MobStateComponent>(target, out var mobState) || !TryComp<DamageableComponent>(target, out var damageable))
- return;
- CheckThresholds(target, mobState, thresholds, damageable);
- UpdateAllEffects((target, thresholds, mobState, damageable), mobState.CurrentState);
- }
- private void MobThresholdShutdown(EntityUid target, MobThresholdsComponent component, ComponentShutdown args)
- {
- if (component.TriggersAlerts)
- _alerts.ClearAlertCategory(target, component.HealthAlertCategory);
- }
- private void OnUpdateMobState(EntityUid target, MobThresholdsComponent component, ref UpdateMobStateEvent args)
- {
- if (!component.AllowRevives && component.CurrentThresholdState == MobState.Dead)
- {
- args.State = MobState.Dead;
- }
- else if (component.CurrentThresholdState != MobState.Invalid)
- {
- args.State = component.CurrentThresholdState;
- }
- }
- private void UpdateAllEffects(Entity<MobThresholdsComponent, MobStateComponent?, DamageableComponent?> ent, MobState currentState)
- {
- var (_, thresholds, mobState, damageable) = ent;
- if (Resolve(ent, ref thresholds, ref mobState, ref damageable))
- {
- var ev = new MobThresholdChecked(ent, mobState, thresholds, damageable);
- RaiseLocalEvent(ent, ref ev, true);
- }
- UpdateAlerts(ent, currentState, thresholds, damageable);
- }
- private void OnThresholdsMobState(Entity<MobThresholdsComponent> ent, ref MobStateChangedEvent args)
- {
- UpdateAllEffects((ent, ent, null, null), args.NewMobState);
- }
- #endregion
- }
- /// <summary>
- /// Event that triggers when an entity with a mob threshold is checked
- /// </summary>
- /// <param name="Target">Target entity</param>
- /// <param name="Threshold">Threshold Component owned by the Target</param>
- /// <param name="MobState">MobState Component owned by the Target</param>
- /// <param name="Damageable">Damageable Component owned by the Target</param>
- [ByRefEvent]
- public readonly record struct MobThresholdChecked(EntityUid Target, MobStateComponent MobState,
- MobThresholdsComponent Threshold, DamageableComponent Damageable);
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