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https://github.com/DeltaV-Station/Delta-v.git
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Move logic from EvenHealthChangeEntityEffectSystem to the damage system API (#41684)
* add two methods * move stuff to damage system api * use TryIndex * simplify * minor fix * add helper functions * fix * remove random new line * simplify * remove unnecessary lines * rename to GetDamage * Got it working * make more clear * why backwards * value should be the amount to heal * fix * fix all dumb fixedpoint2 edge cases I hope * One more thing * fix * make it more simple * ops it was backwards * valueHeal can't be more than remaining * add all keys beforehand and no need to check and add them inside the loop * break for loop in case remaining is zero * comment was wrong * optimized, works * remove random spaces --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
This commit is contained in:
committed by
BarryNorfolk
co-authored by
Princess Cheeseballs
parent
c9d52d8a03
commit
29aceb4e03
@@ -1,3 +1,5 @@
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using System.Linq;
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using System.Net.Sockets;
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using Content.Shared.Damage.Components;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.FixedPoint;
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@@ -230,6 +232,185 @@ public sealed partial class DamageableSystem
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return damageDone;
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}
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/// <summary>
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/// Will reduce the damage on the entity exactly by <see cref="amount"/> as close as equally distributed among all damage types the entity has.
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/// If one of the damage types of the entity is too low. it will heal that completly and distribute the excess healing among the other damage types.
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/// If the <see cref="amount"/> is larger than the total damage of the entity then it just clears all damage.
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/// </summary>
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/// <param name="ent">entity to be healed</param>
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/// <param name="amount">how much to heal. value has to be negative to heal</param>
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/// <param name="group">from which group to heal. if null, heal from all groups</param>
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/// <param name="origin">who did the healing</param>
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public DamageSpecifier HealEvenly(
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Entity<DamageableComponent?> ent,
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FixedPoint2 amount,
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ProtoId<DamageGroupPrototype>? group = null,
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EntityUid? origin = null,
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// Begin DeltaV additions - Adapt to shitmed changes
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TargetBodyPart? targetPart = null,
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bool doPartDamage = true,
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bool onlyDamageParts = false // Fix EvenHealing on Limbs && Standardize PartDamage.
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// End DeltaV additions - Adapt to shitmed changes
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)
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{
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var damageChange = new DamageSpecifier();
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if (!_damageableQuery.Resolve(ent, ref ent.Comp, false) || amount >= 0)
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return damageChange;
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// Get our total damage, or heal if we're below a certain amount.
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if (!TryGetDamageGreaterThan((ent, ent.Comp), -amount, out var damage, group))
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return ChangeDamage(ent, -damage, true, false, origin);
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// make sure damageChange has the same damage types as damage
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damageChange.DamageDict.EnsureCapacity(damage.DamageDict.Count);
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foreach (var type in damage.DamageDict.Keys)
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{
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damageChange.DamageDict.Add(type, FixedPoint2.Zero);
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}
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var remaining = -amount;
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var keys = damage.DamageDict.Keys.ToList();
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while (remaining > 0)
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{
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var count = keys.Count;
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// We do this to ensure that we always round up when dividing to avoid excess loops.
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// We already have logic to prevent healing more than we have.
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var maxHeal = count == 1 ? remaining : (remaining + FixedPoint2.Epsilon * (count - 1)) / count;
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// Iterate backwards since we're removing items.
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for (var i = count - 1; i >= 0; i--)
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{
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var type = keys[i];
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// This is the amount we're trying to heal, capped by maxHeal
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var heal = damage.DamageDict[type] + damageChange.DamageDict[type];
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// Don't go above max, if we don't go above max
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if (heal > maxHeal)
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heal = maxHeal;
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// If we're not above max, we will heal it fully and don't need to enumerate anymore!
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else
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keys.RemoveAt(i);
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if (heal >= remaining)
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{
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// Don't remove more than we can remove. Prevents us from healing more than we'd expect...
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damageChange.DamageDict[type] -= remaining;
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remaining = FixedPoint2.Zero;
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break;
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}
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remaining -= heal;
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damageChange.DamageDict[type] -= heal;
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}
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}
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return ChangeDamage(ent, damageChange, true, false, origin, targetPart: targetPart, doPartDamage: doPartDamage, onlyDamageParts: onlyDamageParts); // DeltaV - Adapt to shitmed
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}
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/// <summary>
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/// Will reduce the damage on the entity exactly by <see cref="amount"/> distributed by weight among all damage types the entity has.
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/// (the weight is how much damage of the type there is)
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/// If the <see cref="amount"/> is larger than the total damage of the entity then it just clears all damage.
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/// </summary>
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/// <param name="ent">entity to be healed</param>
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/// <param name="amount">how much to heal. value has to be negative to heal</param>
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/// <param name="group">from which group to heal. if null, heal from all groups</param>
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/// <param name="origin">who did the healing</param>
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public DamageSpecifier HealDistributed(
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Entity<DamageableComponent?> ent,
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FixedPoint2 amount,
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ProtoId<DamageGroupPrototype>? group = null,
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EntityUid? origin = null)
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{
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var damageChange = new DamageSpecifier();
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if (!_damageableQuery.Resolve(ent, ref ent.Comp, false) || amount >= 0)
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return damageChange;
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// Get our total damage, or heal if we're below a certain amount.
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if (!TryGetDamageGreaterThan((ent, ent.Comp), -amount, out var damage, group))
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return ChangeDamage(ent, -damage, true, false, origin);
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// make sure damageChange has the same damage types as damageEntity
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damageChange.DamageDict.EnsureCapacity(damage.DamageDict.Count);
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var total = damage.GetTotal();
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// heal weighted by the damage of that type
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foreach (var (type, value) in damage.DamageDict)
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{
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damageChange.DamageDict.Add(type, value / total * amount);
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}
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return ChangeDamage(ent, damageChange, true, false, origin);
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}
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/// <summary>
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/// Tries to get damage from an entity with an optional group specifier.
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/// </summary>
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/// <param name="ent">Entity we're checking the damage on</param>
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/// <param name="amount">Amount we want the damage to be greater than ideally</param>
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/// <param name="damage">Damage specifier we're returning with</param>
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/// <param name="group">An optional group, note that if it fails to index it will just use all damage.</param>
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/// <returns>True if the total damage is greater than the specified amount</returns>
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public bool TryGetDamageGreaterThan(Entity<DamageableComponent> ent,
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FixedPoint2 amount,
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out DamageSpecifier damage,
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ProtoId<DamageGroupPrototype>? group = null)
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{
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// get the damage should be healed (either all or only from one group)
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damage = group == null ? GetDamage(ent) : GetDamage(ent, group.Value);
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// If trying to heal more than the total damage of damageEntity just heal everything
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return damage.GetTotal() > amount;
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}
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/// <summary>
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/// Returns a <see cref="DamageSpecifier"/> with all positive damage of the entity from the group specified
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/// </summary>
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/// <param name="ent">entity with damage</param>
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/// <param name="group">group of damage to get values from</param>
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/// <returns></returns>
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public DamageSpecifier GetDamage(Entity<DamageableComponent> ent, ProtoId<DamageGroupPrototype> group)
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{
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// No damage if no group exists...
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if (!_prototypeManager.Resolve(group, out var groupProto))
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return new DamageSpecifier();
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var damage = new DamageSpecifier();
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damage.DamageDict.EnsureCapacity(groupProto.DamageTypes.Count);
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foreach (var damageId in groupProto.DamageTypes)
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{
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if (!ent.Comp.Damage.DamageDict.TryGetValue(damageId, out var value))
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continue;
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if (value > FixedPoint2.Zero)
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damage.DamageDict.Add(damageId, value);
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}
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return damage;
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}
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/// <summary>
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/// Returns a <see cref="DamageSpecifier"/> with all positive damage of the entity
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/// </summary>
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/// <param name="ent">entity with damage</param>
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/// <returns></returns>
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public DamageSpecifier GetDamage(Entity<DamageableComponent> ent)
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{
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var damage = new DamageSpecifier();
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damage.DamageDict.EnsureCapacity(ent.Comp.Damage.DamageDict.Count);
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foreach (var (damageId, value) in ent.Comp.Damage.DamageDict)
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{
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if (value > FixedPoint2.Zero)
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damage.DamageDict.Add(damageId, value);
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}
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return damage;
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}
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/// <summary>
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/// Applies the two universal "All" modifiers, if set.
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/// Individual damage source modifiers are set in their respective code.
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