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* Reapply "Nubody Merge" (#5807) This reverts commitd62f7cef10. * Revert "Nubody Merge (#5670)" This reverts commitb465cfb3fd. * Revert "IPC fibers (#4968)" This reverts commitc2b42211f0. * Revert "IPC Polymorph fix (#4545)" This reverts commitfa03d8c655. * Revert "fix IPC not having humanoid emotes (#4445)" This reverts commit216fdf999f. * Revert "ipc heat/cold (#4306)" This reverts commitfafd5cf816. * Revert "ipc cables (#4283)" This reverts commit54958039a1. * Revert "feat: ipcs now have dynamic power draw based off movement speed (#3917)" This reverts commit71e8b7e64b. * Revert "fix ipcs not being able to disarm (#3374)" This reverts commit764c4dcf54. * Revert "make steel heal caustic for ipcs (#3206)" This reverts commit450ac82550. * Revert "add missing ipc survival boxes (#3065)" This reverts commit888c9cdb00. * Revert "make borgs use ipc repairing (#3064)" This reverts commitf77a49dd0b. * Revert "Update hud.yml to add ipcs to diagnostic hud (#3019)" This reverts commit7220643531. * Revert "Tweak IPCs (#2979)" This reverts commit98b47476de. * Revert "fix nukies ipc test fail (#2957)" This reverts commit4a1acbf863. * Revert "fix ipc nukies not getting comms (#2884)" This reverts commit8a2254770e. * Revert "fix ipc encryption key mispredict (#2879)" This reverts commitf08726efc1. * Revert "Merge pull request #2800 from Spielern/port-ipc" This reverts commit822fa4312c, reversing changes made tofe4c23c702. * Remove and Fix rest of IPC Hangons causing crashes * Integration test Errors * Expand migration file with removed IPC stuff * IPC Leg was found and migrated to naught * Revert "Merge pull request #2542 from deltanedas/shitmed-ops" This reverts commit83a8002922, reversing changes made tobaa89b0052. * Revert "Set up surgical augments infrastructure & add tool panel augments (#3059)" This reverts commita40f0be6fd. * Revert "Psionic Prosthetics (#4689)" This reverts commit2679bb238a. * Revert "Add surgical cleanliness and sanitation (#2847)" This reverts commit64565ba4f7. * Remove unremoved mentions * Revert "Add autoclave to easily sanitize large amounts of items and faster (#2933)" This reverts commitd0da90fa2e. * Shit Med Removed * Remove _ShitMed Folders and fix Errors in Console * Add OrganAnimalBrain into the mirgraiton file * Heads no Input Mover * Monke * Full migration file I guess * oops * shiv state fix * Restore accidental deleted recipe * Forgot one flt mention * Fix more issues * Comment out Damage Visual for motorkind for now * Motorkind... * Commenting stuff out for now * thought there'd be more of this to gut --------- Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
122 lines
5.1 KiB
C#
122 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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