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Delta-v/Content.Shared/Damage/Systems/DamageableSystem.cs
T
Sir WarockandQuanteey 75caa105e6 Fix limb healing on evenhealing (#4315)
* Fix EvenHealing on bodyParts (#1469)

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<!-- What did you change? -->
Fixed EvenHealing not working on limb damage when there was no general
damage.
<!-- Discuss how this would affect game balance or explain why it was
changed. Link any relevant discussions or issues. -->
When you had a massively burned victim, healing them via aloxadone would
heal their general damage, and each limb profited half of that general
healing.
However, as soon as the general damage was healed, Aloxadone wasn't
outputting any healing anymore, since even healing is dependent on
damage types on the general damage - And thus, with no healing, the
limbs couldn't benefit anymore.

This is wrong. I fixed it.
<!-- Summary of code changes for easier review. -->
Separated the healing of the general damage and limb damage, they are
independent of each other.
Healing General Damage won't heal limb damage and vice versa.
Added a way to heal each limb specifically.

I tested it thoroughly, and generally, it worked. Either with multiple
different damage types, or just one. Multiple damage parts, or just one.
Very much encourage to find a more elegant technical solution.
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yourself.
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**Changelog**
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🆑
- fix: Fixed Chemicals with the EvenHealing attribute to not work on
patient's limbs without General Damage. Aloxadone will now finally heal
the burned Salvager's limbs.

* Fix Port to Delta

* Fixes

* Made comments even more commenty?

Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>

* Update Content.Shared/Damage/Systems/DamageableSystem.cs

Co-authored-by: Quanteey <61941975+Quanteey@users.noreply.github.com>
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>

* Add Comments

* Update Content.Shared/EntityEffects/Effects/EvenHealthChange.cs

Co-authored-by: Quanteey <61941975+Quanteey@users.noreply.github.com>
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>

* Update Content.Shared/Damage/Systems/DamageableSystem.cs

Co-authored-by: Quanteey <61941975+Quanteey@users.noreply.github.com>
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>

* Fix Comments

* Update Content.Shared/EntityEffects/Effects/EvenHealthChange.cs

Co-authored-by: Quanteey <61941975+Quanteey@users.noreply.github.com>
Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>

* commenty commenta WHEN DO THE COMMENTS END

---------

Signed-off-by: Sir Warock <67167466+SirWarock@users.noreply.github.com>
Co-authored-by: Quanteey <61941975+Quanteey@users.noreply.github.com>
2025-09-09 00:11:48 +02:00

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);
}
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 = component.Damage - newDamage;
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;
}
}
}