mirror of
https://github.com/DeltaV-Station/Delta-v.git
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* Nubody (#42419) * Nubody * fix test fails * gibbing * lung test returns * doc comment * hand organ test * giblet test * yaml formatting * returning * relocate * trimming * re-smite * oops thusd tweak * arachnids have slower metabolism i guess * never mind the old behaviour is bad actually * rider whyyy * style changes and allat * fix collision --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> * C# files done * Visual nubody (humanoid appearance refactor) (#42476) * initial visual nubody * oops overlay * im so pheeming rn * conversion... * tests * comeback of the underwear * oops eyes * blabbl * zeds * yaml linted * search and visible count constraints * reordering * preserve previously selected markings colors * fix test * some ui niceties * ordering * make DB changes backwards-compatible/downgrade-friendly * fix things again * fix migration * vulpkanin markings limit increase * wrapping * code cleanup and more code cleanup and more code cleanup and more code cleanup and * fix slop ports * better sampling API * make filter work + use the method i made for its intended purpose * fix test fails real quick * magic mirror cleanup, remove TODO * don't 0-init the organ profile data * remove deltastates --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> * Let vox eat trash again (#42503) * C# complete port * Getting closer * Harpy Nubody Port * Port Feroxi, Kitsune. Fix some yml typos and remove ipcs stuff * Port Oni * Port Rest, except Motorkind * Port Motorkind * Remove more surgery, restore too much deleted stuff * Fix Typos and change some organ names. Need to split eyes next * Harpy HAve Wings again * Some fixes, More Surgeyr Removal, Copying of eye organs * [pre-commit.ci] auto fixes from pre-commit.com hooks for more information, see https://pre-commit.ci * Use correct Body imports * Markings Refactoring, Harpy Layering * Motorkind doesn't crash anymore. Some layer remappings. * Allow Organs to have Markings Displacements again. (#43604) * first shtep * readd markings support --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> * Fix STalk eyes and several layerings * Fix sexed organs (#42554) * Fix markings for several species, fit them for sexed organs and rename some files to fit them for it * Additional IPC-related removals * Vulpkanin eyes are now correct again * Fix Subtle Cultist Marks on species * Fix Asakim Sprites (sexed) and make CD imports work * Migration, error fixes, and Height * Fix humanoid profile voice being broken (#42550) Fix humanoid appearance voice being broken * Change Kitsune SexChanged Event to with ref * Fix asakim issue, Respirator fix * Simplify hands UI code (#42534) * Simplify hands UI code * i remembered about SortedHands in the component * minor cleanup --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> * Set size of Analyzer back to 350, Kitsune can't gib themselves no more. Migration * yml linter errors and an rudimentary onAdd Organ Functionality * Fixing it trying to remove nothing * midpoint migration * Why do you put so many organs everywhere * More missing prototypes * Migration of more organs * Forgot lungs * Move character preview handling into a specialized control (#41252) * Move character preview handling into a specialized control Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com> * Restore job name that I accidentally removed from character picker buttons * Just resolve dependencies the standard way --------- Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com> Co-authored-by: Janet Blackquill <uhhadd@gmail.com> * Drop ICharacterProfile/ICharacterAppearance interfaces (#42661) * Ensure profile loading only returns valid species (#42842) (Stable merge) (#42865) Co-authored-by: pathetic meowmeow <uhhadd@gmail.com> * Changes to make it work for us. * No more bald Harpy * OperatingTables instead of null * Adding Delta V Comments, commenting out instead of deleting * Fix broken Height Scale. * Remove HumanoidSilicon Mention * Did an error. Readded, uncommented. * Clean up Marking data structure, add tests for Zombie transformation (#42756) * Clean up Marking data structure, add tests for Zombie transformation * empty * AAAAAAAAAAAAAAAA --------- Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> * Fix markings colour setting (#42771) * Fix: Markings Color For Downstream * Comment out A Leg. Remove Todo * Revert to original hidden species code --------- Co-authored-by: pathetic meowmeow <uhhadd@gmail.com> Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com> Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: Princess Cheeseballs <66055347+Princess-Cheeseballs@users.noreply.github.com> Co-authored-by: Absotively <jen@jenpollock.ca> Co-authored-by: Quantum-cross <7065792+Quantum-cross@users.noreply.github.com> Co-authored-by: Myra <vasilis@pikachu.systems>
232 lines
9.5 KiB
C#
232 lines
9.5 KiB
C#
using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Server._DV.Administration; // DeltaV - Admin QOL
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using Content.Server.Administration.Logs;
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using Content.Server.Atmos.EntitySystems;
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using Content.Server.Construction;
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using Content.Server.Destructible.Thresholds;
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using Content.Server.Destructible.Thresholds.Behaviors;
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using Content.Server.Explosion.EntitySystems;
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using Content.Server.Fluids.EntitySystems;
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using Content.Server.Stack;
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using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Systems;
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using Content.Shared.Database;
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using Content.Shared.Destructible;
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using Content.Shared.Destructible.Thresholds.Triggers;
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using Content.Shared.FixedPoint;
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using Content.Shared.Gibbing;
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using Content.Shared.Humanoid;
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using Content.Shared.Trigger.Systems;
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using JetBrains.Annotations;
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using Robust.Server.Audio;
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using Robust.Shared.Containers;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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namespace Content.Server.Destructible
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{
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[UsedImplicitly]
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public sealed partial class DestructibleSystem : SharedDestructibleSystem
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{
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[Dependency] public readonly IRobustRandom Random = default!;
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public new IEntityManager EntityManager => base.EntityManager;
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[Dependency] public readonly AtmosphereSystem AtmosphereSystem = default!;
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[Dependency] public readonly AudioSystem AudioSystem = default!;
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[Dependency] public readonly GibbingSystem Gibbing = default!;
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[Dependency] public readonly ConstructionSystem ConstructionSystem = default!;
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[Dependency] public readonly ExplosionSystem ExplosionSystem = default!;
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[Dependency] public readonly StackSystem StackSystem = default!;
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[Dependency] public readonly TriggerSystem TriggerSystem = default!;
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[Dependency] public readonly SharedSolutionContainerSystem SolutionContainerSystem = default!;
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[Dependency] public readonly PuddleSystem PuddleSystem = default!;
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[Dependency] public readonly SharedContainerSystem ContainerSystem = default!;
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[Dependency] public readonly IPrototypeManager PrototypeManager = default!;
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[Dependency] public readonly IAdminLogManager AdminLogger = default!;
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public override void Initialize()
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{
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base.Initialize();
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SubscribeLocalEvent<DestructibleComponent, DamageChangedEvent>(OnDamageChanged);
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}
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/// <summary>
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/// Check if any thresholds were reached. if they were, execute them.
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/// </summary>
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private void OnDamageChanged(EntityUid uid, DestructibleComponent component, DamageChangedEvent args)
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{
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component.IsBroken = false;
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foreach (var threshold in component.Thresholds)
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{
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if (Triggered(threshold, (uid, args.Damageable)))
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{
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RaiseLocalEvent(uid, new DamageThresholdReached(component, threshold), true);
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var logImpact = LogImpact.Low;
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// Convert behaviors into string for logs
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var triggeredBehaviors = string.Join(", ", threshold.Behaviors.Select(b =>
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{
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if (logImpact <= b.Impact)
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logImpact = b.Impact;
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if (b is DoActsBehavior doActsBehavior)
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{
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return $"{b.GetType().Name}:{doActsBehavior.Acts.ToString()}";
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}
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return b.GetType().Name;
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}));
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// If it doesn't have a humanoid component, it's probably not particularly notable?
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if (logImpact > LogImpact.Medium && !HasComp<HumanoidProfileComponent>(uid))
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logImpact = LogImpact.Medium;
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if (args.Origin != null)
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{
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RaiseLocalEvent(uid, new EventAlertSystem.BrokenWithOriginEvent(args.Origin.Value), true); // DeltaV
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AdminLogger.Add(LogType.Damaged,
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logImpact,
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$"{ToPrettyString(args.Origin.Value):actor} caused {ToPrettyString(uid):subject} to trigger [{triggeredBehaviors}]");
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}
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else
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{
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AdminLogger.Add(LogType.Damaged,
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logImpact,
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$"Unknown damage source caused {ToPrettyString(uid):subject} to trigger [{triggeredBehaviors}]");
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}
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Execute(threshold, uid, args.Origin);
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}
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if (threshold.OldTriggered)
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{
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component.IsBroken |= threshold.Behaviors.Any(b => b is DoActsBehavior doActsBehavior &&
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(doActsBehavior.HasAct(ThresholdActs.Breakage) || doActsBehavior.HasAct(ThresholdActs.Destruction)));
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}
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// if destruction behavior (or some other deletion effect) occurred, don't run other triggers.
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if (EntityManager.IsQueuedForDeletion(uid) || Deleted(uid))
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return;
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}
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}
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/// <summary>
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/// Check if the given threshold should trigger.
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/// </summary>
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public bool Triggered(DamageThreshold threshold, Entity<Shared.Damage.Components.DamageableComponent> owner)
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{
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if (threshold.Trigger == null)
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return false;
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if (threshold.Triggered && threshold.TriggersOnce)
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return false;
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if (threshold.OldTriggered)
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{
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threshold.OldTriggered = threshold.Trigger.Reached(owner, this);
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return false;
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}
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if (!threshold.Trigger.Reached(owner, this))
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return false;
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threshold.OldTriggered = true;
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return true;
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}
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/// <summary>
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/// Check if the conditions for the given threshold are currently true.
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/// </summary>
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public bool Reached(DamageThreshold threshold, Entity<Shared.Damage.Components.DamageableComponent> owner)
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{
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if (threshold.Trigger == null)
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return false;
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return threshold.Trigger.Reached(owner, this);
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}
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/// <summary>
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/// Triggers this threshold.
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/// </summary>
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/// <param name="owner">The entity that owns this threshold.</param>
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/// <param name="cause">The entity that caused this threshold to trigger.</param>
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public void Execute(DamageThreshold threshold, EntityUid owner, EntityUid? cause = null)
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{
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threshold.Triggered = true;
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foreach (var behavior in threshold.Behaviors)
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{
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// The owner has been deleted. We stop execution of behaviors here.
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if (!Exists(owner))
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return;
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// TODO: Replace with EntityEffects.
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behavior.Execute(owner, this, cause);
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}
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}
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public bool TryGetDestroyedAt(Entity<DestructibleComponent?> ent, [NotNullWhen(true)] out FixedPoint2? destroyedAt)
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{
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destroyedAt = null;
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if (!Resolve(ent, ref ent.Comp, false))
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return false;
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destroyedAt = DestroyedAt(ent, ent.Comp);
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return true;
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}
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// FFS this shouldn't be this hard. Maybe this should just be a field of the destructible component. Its not
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// like there is currently any entity that is NOT just destroyed upon reaching a total-damage value.
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/// <summary>
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/// Figure out how much damage an entity needs to have in order to be destroyed.
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/// </summary>
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/// <remarks>
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/// This assumes that this entity has some sort of destruction or breakage behavior triggered by a
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/// total-damage threshold.
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/// </remarks>
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public FixedPoint2 DestroyedAt(EntityUid uid, DestructibleComponent? destructible = null)
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{
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if (!Resolve(uid, ref destructible, logMissing: false))
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return FixedPoint2.MaxValue;
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// We have nested for loops here, but the vast majority of components only have one threshold with 1-3 behaviors.
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// Really, this should probably just be a property of the damageable component.
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var damageNeeded = FixedPoint2.MaxValue;
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foreach (var threshold in destructible.Thresholds)
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{
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if (threshold.Trigger is not DamageTrigger trigger)
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continue;
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foreach (var behavior in threshold.Behaviors)
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{
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if (behavior is DoActsBehavior actBehavior &&
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actBehavior.HasAct(ThresholdActs.Destruction | ThresholdActs.Breakage))
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{
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damageNeeded = FixedPoint2.Min(damageNeeded, trigger.Damage);
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}
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}
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}
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return damageNeeded;
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}
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}
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// Currently only used for destructible integration tests. Unless other uses are found for this, maybe this should just be removed and the tests redone.
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/// <summary>
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/// Event raised when a <see cref="DamageThreshold"/> is reached.
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/// </summary>
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public sealed class DamageThresholdReached : EntityEventArgs
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{
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public readonly DestructibleComponent Parent;
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public readonly DamageThreshold Threshold;
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public DamageThresholdReached(DestructibleComponent parent, DamageThreshold threshold)
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{
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Parent = parent;
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Threshold = threshold;
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}
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}
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}
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