Files
Delta-v/Content.Shared/Damage/Systems/DamageableSystem.cs
T
29e55b9464 Upstream Merge (June / July) attempt 2 electric boogaloo (#4607)
* Fix the sensor monitoring console forcing a GC every 3 seconds (#38146)

* Optimize sensor monitoring window graph drawing

* Add shared static Vector2 pool for all GraphView instances

* Address requested changes

* remove lock

* Update submodule to 264.0.0 (#38629)

* Toy/Plushie Inhands and Wearables (#38514)

* Fixed dependency injection and some other issues in a few places.

* More issue fixes

* patchfor broken NetworkConfiguratorLinkMenu (#38632)

fix

* Fix solutions flickering when transferring contents (#34838)

* Use Solution clones when applying SolutionComponent states

* Revert "Use Solution clones when applying SolutionComponent states"

This reverts commit 013fd111cf92b22562e00f98a7aaa49bc4b4ed62.

* Make Solution implement ICloneable and rename Clone method.

* Copy CanReact value when cloning a Solution

* Convert to IRobustCloneable

* Fix typos in guidebook: Buisness → Business (#38636)

* Fix typo in `MinorAntagonists.xml`

Buisness → Business

* Fix typo in `YourFirstCharacter.xml`

Buisness → Business

* Various Headphones Fixes and Tweaks (#38479)

* sprites, wearables

* neck

* icon-on sprite

* Cleanup prototype instantiation in `DamageTest` (#38639)

Cleanup prototype instantiation in DamageTest

* Cleanup prototype instantiation in `ExplosionSystem` (#38642)

Cleanup prototype instantiation in ExplosionSystem

* AddBodyPartCommand localization. (#38612)

commit

* fix ItemSlotsSystem debug assert (#38655)

* Allow the Command & Super door remotes to use the access of their user. (Re-creation of PR due to changes to game balance) (#35536)

* Added directional beacons (#38284)

* Added directional beacons

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Fixed names

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* Power stat and nuke codes commands get some LEC love. (#38585)

* commit

* requested changes.

* Dsay Dirty and Follow commands converted to LEC and localized. (#38666)

* commit

* whoopwhoopwhoop

* Retro laser sprite fix (#38676)

* Fixed everything except the icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fixed icon

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

---------

Signed-off-by: Nox38 <nebulousnox38@gmail.com>

* fix water coolers (#38681)

* Monochromacy typo fix (#38686)

* fixes the typo

* Fixed cloning looking for the trait, not the component, RE https://github.com/space-wizards/space-station-14/pull/38686#issuecomment-3025093504

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Validate `CloningSettingsPrototype`s (#38688)

* Validate CloningSettingsPrototypes

* Update Content.IntegrationTests/Tests/Cloning/CloningSettingsPrototypeTest.cs

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Check EventComponents too

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Add test of objective-related console commands (#36400)

* Add test of objective add/list/remove commands

* Not sure why we're validating test prototypes, but sure

* We don't need a map

* Improvements and fixups for New Status Effect API (#38660)

* Predict healing and bloodstream (#38690)

* initial commit

* reapply 38126

* fix rootable

* someone missed an important minus sign here

* try this

* fix

* fix

* reenable crit hits

* cleanup

* fix status time dirtying

* fix

* camelCase

* Healing and bloodstream prediction fixes.

* Resolving Wizard casting recall on nuke disk making it impossible to disarm (#38661)

* Resolving Wizard Recall on Nuke disk making it impossible to disarm
- Adding a DisarmBomb case to nuke status update loop
- Changing a few methods and parameters to properly follow formatting standards
- Updating some names to follow camelCase

* Updating missed tag

* Reverting DataField change

Should prevent this preventative bugfix being a breaking change.

* Switch HSV to the default colorspace for character customization (#38434)

* Made HSV default for character editor

* Adds/fixes comments to HSV defaulting

* Added dropbox fix, potentially cursed

* Revert "Added dropbox fix, potentially cursed"

This reverts commit a709883366fbee813e839742125e70844672af29.

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Fix: Don't deploy foldables when clicking on items inside containers (#38709)

* Fix

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Pressure Relief Valve (#36708)

* initial system (this math is probably WRONG)

* General code cleanup and OnExamined support
(holy moly this code sucks)

* UICode and related events foundation
TODO:
- Actually write the XAML UI and the underlying system
- Un-shitcode the entire thing
- Actually test everything...

* Working UI code
TODO: Make predicted, as this certainly isn't predicted. Even though I said it was. It isn't.

* Remove one TODO for unshitcoding the examine code

* Add reminder
yea

* Make predicted (defenitely isn't)
(also defenitely isn't a copypaste from pressure pump code)

* It's predicted!
TODO:
- Give it snazzy predicted visuals!
- Have a different field for pressure entry, lest it gets bulldozed every UI update.

* Improve gas pressure relief valve UI
TODO: Reminder to reduce amount of dirties using deltafields

* Implement DirtyField prediction

* Entity<T> cleanup
A lot of Entity<T> conversions and lukewarm cleanup.

Also got caught copy pasting code in 4K UHD but it's not like you couldn't tell.

* More cleanup and comments

* Remove TODO comment on bulldozing window title

* """refactoring"""
- Move appearance out of shared and finally fix it. Pointless to predict appearance in this instance.
- More Entity<T> conversions because I like them.
- Move UI creation handling over entirely to the ActivatableUI system.
- Fix a hardcoded locale string (why????).

* Add visuals

* Revert debugging variable replacememt
yea

* Revert skissue

* Remove unused using directives and remove TODO

* Localize, cleanup, document

* Fix adminlogging discrepancy

* Add ability to construct, add guidebook entry

* Clear up comment

* Add guidebook tooltip to valve

* Convert GasPressureReliefValveBoundUserInterface declaration into primary constructor

* Adds more input handling and adds autofill on open

* Un-deepfry input validator shitcode
Genuinely what was I smoking

* improve visuals logic

* Refactor again
- Update math to the correct implementation
- Moved code that could be re-used in the future into a helper method under AtmosphereSystem.Gases.cs

* I'm sorry but I hate warnings

* Remove unused using directive in AtmosphereSystem.Gases.cs

* Review and cleanup

* Lukewarm UI glossup

* Maintainer for the upstream project btw

* Remove redundant state sets and messy logic

* Unduplicate valve updater code

* Redo UI (im sorry Slarti)

* run tests

* Test refactored UI messaging

* Second round of UI improvements
- God please find a way to improve this system. Feels bad.

* Update loop implementation

* Further predict UI

* Clear up SetToCurrentThreshold

* cleanup

* Update to master + pipe layers and bug fixes
want to run tests

* fixes

* Deploy rename pipebomb

* Documentation and requested changes

* Rename the method that wiggled away

* Undo rounding changes

* Fix comment

* Rename and cleanup

* Apply suggestions from code review

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Fix TextLinkTag (#32203)

* Adjust uplink buy button to be under item icon (#38596)

* Adjusted uplink buy button to be under item icon

* Put the discount subtext under the icon

* Indent fixes, added margin

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* Scurrets - Audio Improvements (#38482)

* Scurret audio tuning

* Add new sfx

* Update sneezing sfx

* YAML support

* Rename a folder

* make telesci wreck easier (#37569)

rel

* Validate `ShaderPrototype` IDs (#38728)

* Convert all shader prototype string literals to protoids in overlays

* Convert more shader prototype literal strings to protoids

* Convert ValidatePrototypeId to ProtoId

* Later

* [BUGFIX] Fixed revenant malfunction ability not working properly only MediBots and Stasis bed (#38664)

* fixed

* clean up

* orks fix smart

* review fix 1

* more requested changes

* less cursed

* more descriptive description

* better wording

* Tiny Tiny Cleanup of the EyeClosingSystem. (#38734)

Update EyeClosingSystem.cs

* Fix human skin tone distribution (#38701)

* fix: Use PredictedQueueDel for gib spell (#38729)

* fix: don't default to uncharged sprite state for cells (#38730)

* Fix Hristov description - remove inaccurate technical specs (#38746)

- Removes inaccurate 'armor piercing 14.5mm shells' reference
- Replaces it with a more funny description, matching the style of the other snipers and guns
- Keeps ammunition type '.60 anti-materiel ammo' specification
- Fixes issue #38590

Co-authored-by: Arthur Fiorese de Andrade <aandrade@cmcxs.gov.br>

* feat: allow mopping evaporating puddles (#38743)

* Validate remaining `ProtoId` strings (#38747)

Validate remaining ProtoId strings

* Validate `ProtoId`s in tests (#38745)

* Convert string literals to protoids in Content.Tests

* Convert string literals to protoids or consts in Content.IntegrationTests

* Fix linter failures
Tricksy static using misled me

* Cleanup warning in StomachSystem (#38748)

you did not see this

* Vox scars (#38592)

* Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl

* Revert "Added vox scars n'stuff, renamed vox_tattoos.ftl to just vox.ftl"

This reverts commit c73da55ba3b39ddf93b493aecd85604c54dd8a15.

* locale key fix

* Changed top surgery scar names to be more generalized

* Adjusted face scars

* Formatting fixes

---------

Co-authored-by: TrixxedHeart <46364955+TrixxedBit@users.noreply.github.com>

* UnlockNode command to LEC. (#38751)

* commit

* Update UnlockNodeCommand.cs

* commit

* move command locale to its own file.

* Update Content.Server/Xenoarchaeology/Artifact/UnlockNodeCommand.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Typofixes for figurine dialogue (#38737)

* Typofixes for figurine dialogue

* Forgot two

* Janitor Tool: Wire Brush (#38667)

* Wow! It's -brush-

* spacing.

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Update Resources/Prototypes/Entities/Objects/Specific/Janitorial/janitor.yml

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* fixed changes

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>

* Minor escape menu UX improvements (#38650)

* fix: spellbooks can have infinite charges (#38376)

* fix: spellbooks can have infinite charges

* refactor: indicate infinite spellbook charges with null

Not sure if I like this much better...
2025-11-06 18:22:39 +00:00

516 lines
22 KiB
C#

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 float UniversalMobDamageModifier { 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);
Subs.CVar(_config, CCVars.PlaytestMobDamageModifier, value => UniversalMobDamageModifier = 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, bool doPartDamage = true, bool onlyDamageParts = false) // DeltaV - Fix EvenHealing on Limbs.
{
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;
}
damage = ApplyUniversalAllModifiers(damage); // DeltaV - Fix EvenHealing with Limbs.
var before = new BeforeDamageChangedEvent(damage, origin, targetPart); // Shitmed Change
RaiseLocalEvent(uid.Value, ref before);
if (before.Cancelled)
return null;
if (doPartDamage) // DeltaV - Fix EvenHealing with Limbs.
{
// ShitMed Start
var partDamage = new TryChangePartDamageEvent(damage, origin, targetPart, ignoreResistances, canSever ?? true, canEvade ?? false, partMultiplier ?? 1.00f);
RaiseLocalEvent(uid.Value, ref partDamage);
if (partDamage.Evaded || partDamage.Cancelled)
return null;
//ShitMed 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(damage, origin, targetPart); // Shitmed Change
RaiseLocalEvent(uid.Value, ev);
damage = ev.Damage;
if (damage.Empty)
{
return damage;
}
}
if (onlyDamageParts) // DeltaV - Fix EvenHealing with Limbs.
return null;
// 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, origin: args.Origin);
}
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 = newDamage - component.Damage;
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 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,
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 DamageSpecifier OriginalDamage;
public DamageSpecifier Damage;
public EntityUid? Origin;
public readonly TargetBodyPart? TargetPart; // Shitmed Change
public DamageModifyEvent(DamageSpecifier damage, EntityUid? origin = null, TargetBodyPart? targetPart = null) // Shitmed Change
{
OriginalDamage = damage;
Damage = damage;
Origin = origin;
TargetPart = targetPart; // Shitmed Change
}
}
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;
}
}
}