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>
121 lines
5.1 KiB
C#
121 lines
5.1 KiB
C#
using System.Linq;
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using Content.Shared.Chemistry;
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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.Explosion.EntitySystems;
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using Content.Shared.FixedPoint;
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using Content.Shared.Mobs.Systems;
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using Robust.Shared.Configuration;
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using Robust.Shared.GameStates;
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using Robust.Shared.Network;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Shared.Damage.Systems;
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public sealed partial class DamageableSystem : EntitySystem
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly INetManager _netMan = default!;
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[Dependency] private readonly MobThresholdSystem _mobThreshold = default!;
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[Dependency] private readonly IConfigurationManager _config = default!;
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[Dependency] private readonly SharedChemistryGuideDataSystem _chemistryGuideData = default!;
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[Dependency] private readonly SharedExplosionSystem _explosion = default!;
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private EntityQuery<AppearanceComponent> _appearanceQuery;
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private EntityQuery<DamageableComponent> _damageableQuery;
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public float UniversalAllDamageModifier { get; private set; } = 1f;
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public float UniversalAllHealModifier { get; private set; } = 1f;
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public float UniversalMeleeDamageModifier { get; private set; } = 1f;
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public float UniversalProjectileDamageModifier { get; private set; } = 1f;
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public float UniversalHitscanDamageModifier { get; private set; } = 1f;
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public float UniversalReagentDamageModifier { get; private set; } = 1f;
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public float UniversalReagentHealModifier { get; private set; } = 1f;
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public float UniversalExplosionDamageModifier { get; private set; } = 1f;
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public float UniversalThrownDamageModifier { get; private set; } = 1f;
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public float UniversalTopicalsHealModifier { get; private set; } = 1f;
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public float UniversalMobDamageModifier { get; private set; } = 1f;
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/// <summary>
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/// If the damage in a DamageableComponent was changed this function should be called.
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/// </summary>
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/// <remarks>
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/// This updates cached damage information, flags the component as dirty, and raises a damage changed event.
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/// The damage changed event is used by other systems, such as damage thresholds.
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/// </remarks>
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private void OnEntityDamageChanged(
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Entity<DamageableComponent> ent,
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DamageSpecifier? damageDelta = null,
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bool interruptsDoAfters = true,
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EntityUid? origin = null
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)
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{
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ent.Comp.Damage.GetDamagePerGroup(_prototypeManager, ent.Comp.DamagePerGroup);
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ent.Comp.TotalDamage = ent.Comp.Damage.GetTotal();
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Dirty(ent);
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if (damageDelta != null && _appearanceQuery.TryGetComponent(ent, out var appearance))
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{
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_appearance.SetData(
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ent,
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DamageVisualizerKeys.DamageUpdateGroups,
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new DamageVisualizerGroupData(ent.Comp.DamagePerGroup.Keys.ToList()),
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appearance
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);
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}
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// TODO DAMAGE
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// byref struct event.
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RaiseLocalEvent(ent, new DamageChangedEvent(ent.Comp, damageDelta, interruptsDoAfters, origin));
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}
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private void DamageableGetState(Entity<DamageableComponent> ent, ref ComponentGetState args)
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{
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if (_netMan.IsServer)
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{
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args.State = new DamageableComponentState(
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ent.Comp.Damage.DamageDict,
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ent.Comp.DamageContainerID,
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ent.Comp.DamageModifierSetId,
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ent.Comp.HealthBarThreshold
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);
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// TODO BODY SYSTEM pass damage onto body system
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// BOBBY WHEN? 😭
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// BOBBY SOON 🫡
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return;
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}
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// avoid mispredicting damage on newly spawned entities.
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args.State = new DamageableComponentState(
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ent.Comp.Damage.DamageDict.ShallowClone(),
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ent.Comp.DamageContainerID,
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ent.Comp.DamageModifierSetId,
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ent.Comp.HealthBarThreshold
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);
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}
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/// <summary>
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/// Goes through an entity damage's and saves them inside a dictionary if the value is higher than 0
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/// The dictionary is structured with a string for the name of the damage type, and a FixedPoint2 for the numeric damage value
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/// </summary>
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public Dictionary<ProtoId<DamageTypePrototype>, FixedPoint2> GetDamages(Dictionary<ProtoId<DamageGroupPrototype>, FixedPoint2> damagePerGroup, DamageSpecifier damage)
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{
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var damageTypes = new Dictionary<ProtoId<DamageTypePrototype>, FixedPoint2>();
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foreach (var (damageGroupId, _) in damagePerGroup) //go through each group
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{
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var group = _prototypeManager.Index<DamageGroupPrototype>(damageGroupId); //get group
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foreach (var type in group.DamageTypes) //go through each type inside that group
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{
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if (!damage.DamageDict.TryGetValue(type, out var damageValue) || damageValue == 0) //get value and make sure it isn't 0
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continue;
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damageTypes.Add(type, damageValue);
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}
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}
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return damageTypes;
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}
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}
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