Files
Delta-v/Content.Shared/Mobs/Systems/MobThresholdSystem.cs
T
+27 f941121384 upstream merge (#1636)
* uncomment grappling gun

* Remove rest of Geras files (#30912)

remove remaining geras stuff

* tweak(AgeRequirement): Make the requiredAge more sensible (#30913)

* chrore(ageRequirement): fix grammar. atleast -> at least (#30914)

* Minor sprite fix to inhand med hardsuits and HoS turtleneck jumpsuit (#30918)

* Fixes inhand hardsuit cross color from https://github.com/space-wizards/space-station-14/issues/26516#issue-2213917971

* Fixed HoS Turtle not covering all butt pixels

---------

Co-authored-by: Zachary Yona <magicalusf@gmail.com>

* Add execution component to all energy sword weapons (#30909)

Co-authored-by: plykiya <plykiya@protonmail.com>

* Automatic changelog update

* chore(grammar): correct some mistakes (#30916)

* Add diamond mining drills, buff regular mining drills (#30814)

* why do I have to change so much just to add drills

* diamon

* Automatic changelog update

* give trash a reusable entity table (#30921)

* Contraband marking & examining (#28688)

* System & loc strings

* pass over syndie contraband

* fixes

* grand theft pass

* contrabandexamine -> contraband

* examine text generation update

* all composition parents necessary

* bring back minor contra so it has a less confusing message

* minor

* weapon pass

* jumpsuit pass

* feet pass

* AUUUUUUUUUGHHHHHHHHHHHHHHHHHH

* head

* AUUUUGH

* ear

* belt

* back

* fix

* bro

* rename for more clarity

* do da review

* add cvar for contraband examine

---------

Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Automatic changelog update

* Removes variant cube migration (#30934)

add

* First Review Pass Contraband Fixes (#30930)

* First pass contra fix

* bam

* More

* Security crates are now marked as security restricted

* Syndicate raid suit is contra

* damn I forgot gatfruit

* Add conducting gloves to the maintenance loot table (#30904)

* add

* lower weight

* Fix DoDrop to DropNextTo in container cases (#30911)

* Fix DoDrop to DropNextTo in container cases
DoDrop is too heavy to calculation. In any other case we should use alternatives, for example DropNextTo helper method

* codestyle change

* Fix Reagent Fire Stacks (#30766)

* Fix Reagent Fire Stacks

* Comments on code

* little nicer wording?

* Lines 88 and 89, updated 'narsie' and 'ratvar' to 'Nar'Sie' and Ratva… (#30954)

Lines 88 and 89, updated 'narsie' and 'ratvar' to 'Nar'Sie' and Ratvar, per issue #30719.

* Automatic changelog update

* Fix permission check for whitelists in player panel (#30948)

* Automatic changelog update

* Grey mantle in winterdrobe (#29774)

* add the mantle

* fix a few things

* fix merge conflict stuff, remove from winterdrobe and lathe.

* Add mantle to loadouts (20 hour requirement)

* Automatic changelog update

* Sliceable doAfter (#30824)

* init

* wtf git

* Automatic changelog update

* Add capfruit, a gatfruit mutation. (#30850)

* add base

* add fake suffix and flavor fix

* address some reviews

* parent it

* fix test fail

* add FoodSequence support and address small review

* Automatic changelog update

* Fixes the grey mantle (#30971)

add the thing i missed

* Add keybinds for rotating and flipping objects (#30540)

* add keybinds for rotating and flipping objects

* no popup for verbs

* Automatic changelog update

* tweak(Shuttle_honki): Remove DeviceQuantumSpinInverter from honki shuttle. (#30618)

* Make the Borgs Names Appear When they Make an Announcement (#30107)

* Make the Borgs Names Appear When they Make an Announcement

* bwomp

* re-order

* Use Name instead of metadata

* goiup

* Automatic changelog update

* disable contraband examine

* rename our SliceFoodEvent

* Throngler Plushie Sprite (#30969)

Throngonkler Plush sprite

* Fix bug with rotating shelves (#30978)

* Main

* Update shelfs.yml

* Little bug fix

* No weather on concrete tiles (#30952)

* concrete weather

* miss

* development build ghostrole lottery changes (#30980)

debug ghostrole lottery changes

* Automatic changelog update

* Add a saline syringe to the combat medical kit (#29954)

saline

* Automatic changelog update

* fix the admin verbs trying to kill players by filling their lungs with plasma (#30991)

fix the admin tools trying to kill players by filling their lungs with plasma

* Custom Taco & Kebabs - FoodSequence 2 (#30905)

* control layer ordering

* sprite update

* taco!

* taco naming gen

* fix separator naming

* some proto fixes

* default naming separation

* fix taco naming

* rat update

* hamsterburger

* organs taco

* remove from spawners

* fixes

* fix separators and lemons

* Update food-sequence.ftl

* randomization offset

* fix

* kebabs refactor

* fix

* skewer weapon

* Update food_single.yml

* Update migration.yml

* suppermatter

* hamlet centered

* hamsburger

* Update dead-0.png

* 20 -> 4 burger layers max

* Update burger.yml

* canReact: false

* capfruit update

* Update burger.yml

* Update burger.yml

* Update produce.yml

* some fixes

* Update Resources/Textures/Objects/Consumable/Food/taco.rsi/meta.json

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

* Update Content.Shared/Nutrition/Components/FoodSequenceStartPointComponent.cs

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

* Update Content.Shared/Nutrition/Components/FoodSequenceStartPointComponent.cs

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

* chicken

* Update food-sequence.ftl

* documentation

* fixes

* Update meat.yml

* Update meat.yml

---------

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

* Automatic changelog update

* Fix popups not working properly with an eye offset (#30990)

* Adds a random smokable spawner (#30870)

* Textures to make lamps mappable to East/West.

* Adds a random smokable spawner

* remove double derma

* Increase chance for just basic cig

* Update to enitity tables

* Tweak values

* Remove space

---------

Co-authored-by: Jeff <velcroboy333@hotmail.com>

* Fix lizards being unable to eat custom burgers (#31005)

* Fix lizards being unable to eat custom burgers

* ensure tag comp

* Automatic changelog update

* Sedin (#27110)

* Sedin

* almost forgot this.

* what

* Did a few fixes, tried to readd popup

* Fix popup, ready for merge

* minor change

* Generalize seed removal/destruction system, add popups in general.

* fix

* fix (again)

* deadcode is no more

* Sedin buff (nerfing the recipe soon)

* godont

* webedit moment

ok listen I had to nuke my setup because my computer was being Dumb As Shit so let me do this ONE webedit

* CRIKEY

* Revert "CRIKEY"

This reverts commit 1c6959ffd9ba8bb1e97ccf2eb0b37b3ff4ec82ee.

I was not supposed to commit that >:/

* Alright, it should be good now but I havent tested it

* ready for merge/review

* prob -> probability

* Requested changes nodoc

* Review nodoc

* documento

* thumb up emoji

* Automatic changelog update

* Adds a Dinky Star Sticker for security officers (#29767)

* Sec-Star-TASTIC

* fix license

* now counts as trash

* Sticks to people + wearable

* no more sticky

* no more sticky

* mystery-space

* Update Loadout Yaml

* Automatic changelog update

* tweak(hospital): Reduce diamond stack from 30 to 1 (#31027)

* tweak(experiment): Reduce diamond stack from 30 to 1 (#31025)

* replace mapped diamond stacks with single

* Figurine voicelines (#30865)

* initial commit

* tweaks to the new voice lines

capitalizations of I's and the Y on hos 3 voice lines
also changed the captain figuring voice line 2 to something completely different

* capitalized one letter

man i really suck at capitalization

* more capitalization

i never thought this pr would need so many changes

* changed one comma to a dot

* Update Resources/Locale/en-US/datasets/figurines.ftl

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

---------

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

* Automatic changelog update

* Adding shock collar and electropack (#30529)

* Adding shock collar with the new ShockOnTrigger

* Cleaning and updating the shock collar

* Add StripDelay datafield to ClothingComponent

* Adding SelfUnremovableClothingComponent

* ShockCollar Update

* Correction of the shock collar

* Correction of the shock collar 2

* Renaming the DamageSpecifier DataField to Damage

* Fixing the damage field in ShockCollar

* Cleaning the ShockCollar

* Renaming ShockCollar to ClothingNeckShockCollar

* Adding ClothingNeckShockCollar as a stealTarget to a thief

* Fixing a typo of the sprite path in ClothingNeckShockCollar

* Cleaning the ShockOnTriggerComponent

* Revision of SelfUnremovableClothing

* Adding a ClothingBackpackElectropack

* Sprite fix

* Code review

* Shock Collar sprite update

* add commit hash

---------

Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>

* Automatic changelog update

* Greatly improve the usability of the Gas Analyzer. (#30763)

* greatly improve how the gas analyzer behaves

* don't close the analyzer when the object goes out of range

* cleanup

* always switch to the device tab when a new device is analyzed

* modern api part one

* modern api part 2

* modern api part three

* file scope namespace

* Automatic changelog update

* Fix false and true in player-panel.ftl (#31043)

Fix false and true in player-panel

Add a new True string

* Contra Review Passs - Round 2 (#30942)

* Contra pass round two

* command too

* Stamps

* oopsied a bracket

* Namespace cleanup around Mind Roles (#30965)

* namespaces

* Comment does not need a semicolon

---------

Co-authored-by: Vasilis <vascreeper@yahoo.com>

* Contraband Review Pass - The Threequel (#30970)

Contraband pass number three

* Golden toilet (#31049)

* golden toilet

* Destructible

* sprite

* fix

* copyright

* Automatic changelog update

* Salvage Spawners (#31020)

* treasure entities and spawners

* no more smiles

* remove nyano shock collar code

* Event scheduler setting tweaks (#31018)

tweaks

* Automatic changelog update

* remove meteor swarms rule for a moment

* Revamped Meteor Swarm (#28974)

* meteor code and balanced values

* Meteor Swarms

* Update meteors.yml

* Update meteors.yml

* HOO! (fix overkill bug and buff space dust)

* undo BloodstreamComponent.cs changes

* DamageDistribution -> DamageTypes

* part 2.

* Missing meteor presets (#29044)

* add meteors into missing game presets

* changes for real

* implement code

* this too

* Meteors now leave behind a bit of ore (#30419)

* Meteors that leave behind asteroid ore

* bigger offset

* Bit more generic

* Better defaults

* hrm?

* I HATE CUSTOM SERIALIZERS

* More comments

* renamed a variable

---------

Co-authored-by: plykiya <plykiya@protonmail.com>

* refactor event schedulers to use explicit game rules (#29320)

* works, still has testing values, im sure I did stupid shit.

* shitvent crapfactor

* snap extra word out of existence

* shit I died of old

* remove useless inaccurate design comments

* Oopsie, handle requirement params in RandomRuleSystem too

* I'm a slash slinging hasher

* Address reviews, add admin alerts I forgor

* EntityMan saves the day

* address reviews 1

* eh, I actually don't care about the cargo gifts thing.

* started

* Do reviews

* you actually meant 1.2 lmao

* dependency inheritance is a fickle bitch

* I have no idea.

* Threads are for sheets not computers.

* fix traitor rule test

* fix round type tattling

* break things

* It worky

* Toolshed makes we want to drink depresso.

* Finished?

* remove debug values

* timings

* use defaults

* alphabetize

* bobby drop tables

* Float required fr fr

* continue

* more continence

* uno mas

* obsolution

* cleanup and documentations

* Yell at self

* use the right value defaults

* housekeeping

* Event scheduler setting tweaks (#31018)

tweaks

* Automatic changelog update

* remove(NukeopsRuleComponent): Remove a trap from the component file (#31029)

ah

* Fix bug with holding objects (#31009)

Main

* Automatic changelog update

* Replace obsolete map functions in IconSmoothSystem (#30958)

* first part

* second part

* Automatic changelog update

* Fix reagents with ReagentData being duplicated  (#30983)

Initial commit

* :trollface:

* :trollface:

* actually untroll

* a

* 50 burger

* add back old meteor code

* fix

* use some live config options in dev

* remove old shock collar icon

* make ammo more consistent and work more

* clean up lathes diff to upstream

* a

* move rubber bullets to deltav folder

* a

* untroll

* more untrolls

* more untrolls

* untroll

* :trollface:

* a

* b

* remove it for real

* add missing lathe recipes

* replace cvars with component field

* remove taco from roboisseur

* migrate cardboard box with smg mags

* remove kebabs

* a

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>
Co-authored-by: Killerqu00 <47712032+Killerqu00@users.noreply.github.com>
Co-authored-by: Brandon Hu <103440971+Brandon-Huu@users.noreply.github.com>
Co-authored-by: Zachary Yona <58833995+Magicalus@users.noreply.github.com>
Co-authored-by: Zachary Yona <magicalusf@gmail.com>
Co-authored-by: Plykiya <58439124+Plykiya@users.noreply.github.com>
Co-authored-by: plykiya <plykiya@protonmail.com>
Co-authored-by: PJBot <pieterjan.briers+bot@gmail.com>
Co-authored-by: Alzore <140123969+Blackern5000@users.noreply.github.com>
Co-authored-by: Nemanja <98561806+EmoGarbage404@users.noreply.github.com>
Co-authored-by: Kara <lunarautomaton6@gmail.com>
Co-authored-by: EmoGarbage404 <retron404@gmail.com>
Co-authored-by: Ubaser <134914314+UbaserB@users.noreply.github.com>
Co-authored-by: Token <esil.bektay@yandex.com>
Co-authored-by: Cojoke <83733158+Cojoke-dot@users.noreply.github.com>
Co-authored-by: LeoSantich <108027402+LeoSantich@users.noreply.github.com>
Co-authored-by: nikthechampiongr <32041239+nikthechampiongr@users.noreply.github.com>
Co-authored-by: pigeonpeas <147350443+pigeonpeas@users.noreply.github.com>
Co-authored-by: Ed <96445749+TheShuEd@users.noreply.github.com>
Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
Co-authored-by: PoorMansDreams <150595537+PoorMansDreams@users.noreply.github.com>
Co-authored-by: IgorAnt028 <118114530+IgorAnt028@users.noreply.github.com>
Co-authored-by: NotSoDamn <75203942+NotSoDana@users.noreply.github.com>
Co-authored-by: Errant <35878406+Errant-4@users.noreply.github.com>
Co-authored-by: DrSmugleaf <10968691+DrSmugleaf@users.noreply.github.com>
Co-authored-by: Velcroboy <107660393+IamVelcroboy@users.noreply.github.com>
Co-authored-by: Jeff <velcroboy333@hotmail.com>
Co-authored-by: themias <89101928+themias@users.noreply.github.com>
Co-authored-by: Eris <eris@erisws.com>
Co-authored-by: FATFSAAM2 <saamboroujerdi@gmail.com>
Co-authored-by: to4no_fix <156101927+chavonadelal@users.noreply.github.com>
Co-authored-by: Mervill <mervills.email@gmail.com>
Co-authored-by: Vasilis <vascreeper@yahoo.com>
Co-authored-by: Nim <128169402+Nimfar11@users.noreply.github.com>
Co-authored-by: IProduceWidgets <107586145+IProduceWidgets@users.noreply.github.com>
Co-authored-by: SlamBamActionman <83650252+SlamBamActionman@users.noreply.github.com>
2024-08-18 17:21:07 +00:00

479 lines
19 KiB
C#

using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.Alert;
using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Content.Shared.Mobs.Components;
using Robust.Shared.GameStates;
namespace Content.Shared.Mobs.Systems;
public sealed class MobThresholdSystem : EntitySystem
{
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
[Dependency] private readonly AlertsSystem _alerts = default!;
public override void Initialize()
{
SubscribeLocalEvent<MobThresholdsComponent, ComponentGetState>(OnGetState);
SubscribeLocalEvent<MobThresholdsComponent, ComponentHandleState>(OnHandleState);
SubscribeLocalEvent<MobThresholdsComponent, ComponentShutdown>(MobThresholdShutdown);
SubscribeLocalEvent<MobThresholdsComponent, ComponentStartup>(MobThresholdStartup);
SubscribeLocalEvent<MobThresholdsComponent, DamageChangedEvent>(OnDamaged);
SubscribeLocalEvent<MobThresholdsComponent, UpdateMobStateEvent>(OnUpdateMobState);
SubscribeLocalEvent<MobThresholdsComponent, MobStateChangedEvent>(OnThresholdsMobState);
}
private void OnGetState(EntityUid uid, MobThresholdsComponent component, ref ComponentGetState args)
{
var thresholds = new Dictionary<FixedPoint2, MobState>();
foreach (var (key, value) in component.Thresholds)
{
thresholds.Add(key, value);
}
args.State = new MobThresholdsComponentState(thresholds,
component.TriggersAlerts,
component.CurrentThresholdState,
component.StateAlertDict,
component.ShowOverlays,
component.AllowRevives);
}
private void OnHandleState(EntityUid uid, MobThresholdsComponent component, ref ComponentHandleState args)
{
if (args.Current is not MobThresholdsComponentState state)
return;
component.Thresholds = new SortedDictionary<FixedPoint2, MobState>(state.UnsortedThresholds);
component.TriggersAlerts = state.TriggersAlerts;
component.CurrentThresholdState = state.CurrentThresholdState;
component.AllowRevives = state.AllowRevives;
}
#region Public API
/// <summary>
/// Gets the next available state for a mob.
/// </summary>
/// <param name="target">Target entity</param>
/// <param name="mobState">Supplied MobState</param>
/// <param name="nextState">The following MobState. Can be null if there isn't one.</param>
/// <param name="thresholdsComponent">Threshold Component Owned by the target</param>
/// <returns>True if the next mob state exists</returns>
public bool TryGetNextState(
EntityUid target,
MobState mobState,
[NotNullWhen(true)] out MobState? nextState,
MobThresholdsComponent? thresholdsComponent = null)
{
nextState = null;
if (!Resolve(target, ref thresholdsComponent))
return false;
MobState? min = null;
foreach (var state in thresholdsComponent.Thresholds.Values)
{
if (state <= mobState)
continue;
if (min == null || state < min)
min = state;
}
nextState = min;
return nextState != null;
}
/// <summary>
/// Get the Damage Threshold for the appropriate state if it exists
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="mobState">MobState we want the Damage Threshold of</param>
/// <param name="thresholdComponent">Threshold Component Owned by the target</param>
/// <returns>the threshold or 0 if it doesn't exist</returns>
public FixedPoint2 GetThresholdForState(EntityUid target, MobState mobState,
MobThresholdsComponent? thresholdComponent = null)
{
if (!Resolve(target, ref thresholdComponent))
return FixedPoint2.Zero;
foreach (var pair in thresholdComponent.Thresholds)
{
if (pair.Value == mobState)
{
return pair.Key;
}
}
return FixedPoint2.Zero;
}
/// <summary>
/// Try to get the Damage Threshold for the appropriate state if it exists
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="mobState">MobState we want the Damage Threshold of</param>
/// <param name="threshold">The damage Threshold for the given state</param>
/// <param name="thresholdComponent">Threshold Component Owned by the target</param>
/// <returns>true if successfully retrieved a threshold</returns>
public bool TryGetThresholdForState(EntityUid target, MobState mobState,
[NotNullWhen(true)] out FixedPoint2? threshold,
MobThresholdsComponent? thresholdComponent = null)
{
threshold = null;
if (!Resolve(target, ref thresholdComponent))
return false;
foreach (var pair in thresholdComponent.Thresholds)
{
if (pair.Value == mobState)
{
threshold = pair.Key;
return true;
}
}
return false;
}
/// <summary>
/// Try to get the a percentage of the Damage Threshold for the appropriate state if it exists
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="mobState">MobState we want the Damage Threshold of</param>
/// <param name="damage">The Damage being applied</param>
/// <param name="percentage">Percentage of Damage compared to the Threshold</param>
/// <param name="thresholdComponent">Threshold Component Owned by the target</param>
/// <returns>true if successfully retrieved a percentage</returns>
public bool TryGetPercentageForState(EntityUid target, MobState mobState, FixedPoint2 damage,
[NotNullWhen(true)] out FixedPoint2? percentage,
MobThresholdsComponent? thresholdComponent = null)
{
percentage = null;
if (!TryGetThresholdForState(target, mobState, out var threshold, thresholdComponent))
return false;
percentage = damage / threshold;
return true;
}
/// <summary>
/// Try to get the Damage Threshold for crit or death. Outputs the first found threshold.
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="threshold">The Damage Threshold for incapacitation</param>
/// <param name="thresholdComponent">Threshold Component owned by the target</param>
/// <returns>true if successfully retrieved incapacitation threshold</returns>
public bool TryGetIncapThreshold(EntityUid target, [NotNullWhen(true)] out FixedPoint2? threshold,
MobThresholdsComponent? thresholdComponent = null)
{
threshold = null;
if (!Resolve(target, ref thresholdComponent))
return false;
return TryGetThresholdForState(target, MobState.Critical, out threshold, thresholdComponent)
|| TryGetThresholdForState(target, MobState.Dead, out threshold, thresholdComponent);
}
/// <summary>
/// Try to get a percentage of the Damage Threshold for crit or death. Outputs the first found percentage.
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="damage">The damage being applied</param>
/// <param name="percentage">Percentage of Damage compared to the Incapacitation Threshold</param>
/// <param name="thresholdComponent">Threshold Component Owned by the target</param>
/// <returns>true if successfully retrieved incapacitation percentage</returns>
public bool TryGetIncapPercentage(EntityUid target, FixedPoint2 damage,
[NotNullWhen(true)] out FixedPoint2? percentage,
MobThresholdsComponent? thresholdComponent = null)
{
percentage = null;
if (!TryGetIncapThreshold(target, out var threshold, thresholdComponent))
return false;
if (damage == 0)
{
percentage = 0;
return true;
}
percentage = FixedPoint2.Min(1.0f, damage / threshold.Value);
return true;
}
/// <summary>
/// Try to get the Damage Threshold for death
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="threshold">The Damage Threshold for death</param>
/// <param name="thresholdComponent">Threshold Component owned by the target</param>
/// <returns>true if successfully retrieved incapacitation threshold</returns>
public bool TryGetDeadThreshold(EntityUid target, [NotNullWhen(true)] out FixedPoint2? threshold,
MobThresholdsComponent? thresholdComponent = null)
{
threshold = null;
if (!Resolve(target, ref thresholdComponent, false))
return false;
return TryGetThresholdForState(target, MobState.Dead, out threshold, thresholdComponent);
}
/// <summary>
/// Try to get a percentage of the Damage Threshold for death
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="damage">The damage being applied</param>
/// <param name="percentage">Percentage of Damage compared to the Death Threshold</param>
/// <param name="thresholdComponent">Threshold Component Owned by the target</param>
/// <returns>true if successfully retrieved death percentage</returns>
public bool TryGetDeadPercentage(EntityUid target, FixedPoint2 damage,
[NotNullWhen(true)] out FixedPoint2? percentage,
MobThresholdsComponent? thresholdComponent = null)
{
percentage = null;
if (!TryGetDeadThreshold(target, out var threshold, thresholdComponent))
return false;
if (damage == 0)
{
percentage = 0;
return true;
}
percentage = FixedPoint2.Min(1.0f, damage / threshold.Value);
return true;
}
/// <summary>
/// Takes the damage from one entity and scales it relative to the health of another
/// </summary>
/// <param name="target1">The entity whose damage will be scaled</param>
/// <param name="target2">The entity whose health the damage will scale to</param>
/// <param name="damage">The newly scaled damage. Can be null</param>
public bool GetScaledDamage(EntityUid target1, EntityUid target2, out DamageSpecifier? damage)
{
damage = null;
if (!TryComp<DamageableComponent>(target1, out var oldDamage))
return false;
if (!TryComp<MobThresholdsComponent>(target1, out var threshold1) ||
!TryComp<MobThresholdsComponent>(target2, out var threshold2))
return false;
if (!TryGetThresholdForState(target1, MobState.Dead, out var ent1DeadThreshold, threshold1))
ent1DeadThreshold = 0;
if (!TryGetThresholdForState(target2, MobState.Dead, out var ent2DeadThreshold, threshold2))
ent2DeadThreshold = 0;
damage = (oldDamage.Damage / ent1DeadThreshold.Value) * ent2DeadThreshold.Value;
return true;
}
/// <summary>
/// Set a MobState Threshold or create a new one if it doesn't exist
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="damage">Damageable Component owned by the target</param>
/// <param name="mobState">MobState Component owned by the target</param>
/// <param name="threshold">MobThreshold Component owned by the target</param>
public void SetMobStateThreshold(EntityUid target, FixedPoint2 damage, MobState mobState,
MobThresholdsComponent? threshold = null)
{
if (!Resolve(target, ref threshold))
return;
// create a duplicate dictionary so we don't modify while enumerating.
var thresholds = new Dictionary<FixedPoint2, MobState>(threshold.Thresholds);
foreach (var (damageThreshold, state) in thresholds)
{
if (state != mobState)
continue;
threshold.Thresholds.Remove(damageThreshold);
}
threshold.Thresholds[damage] = mobState;
Dirty(target, threshold);
VerifyThresholds(target, threshold);
}
/// <summary>
/// Checks to see if we should change states based on thresholds.
/// Call this if you change the amount of damagable without triggering a damageChangedEvent or if you change
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="threshold">Threshold Component owned by the Target</param>
/// <param name="mobState">MobState Component owned by the Target</param>
/// <param name="damageable">Damageable Component owned by the Target</param>
public void VerifyThresholds(EntityUid target, MobThresholdsComponent? threshold = null,
MobStateComponent? mobState = null, DamageableComponent? damageable = null)
{
if (!Resolve(target, ref mobState, ref threshold, ref damageable))
return;
CheckThresholds(target, mobState, threshold, damageable);
var ev = new MobThresholdChecked(target, mobState, threshold, damageable);
RaiseLocalEvent(target, ref ev, true);
UpdateAlerts(target, mobState.CurrentState, threshold, damageable);
}
public void SetAllowRevives(EntityUid uid, bool val, MobThresholdsComponent? component = null)
{
if (!Resolve(uid, ref component, false))
return;
component.AllowRevives = val;
Dirty(uid, component);
VerifyThresholds(uid, component);
}
#endregion
#region Private Implementation
private void CheckThresholds(EntityUid target, MobStateComponent mobStateComponent,
MobThresholdsComponent thresholdsComponent, DamageableComponent damageableComponent, EntityUid? origin = null)
{
foreach (var (threshold, mobState) in thresholdsComponent.Thresholds.Reverse())
{
if (damageableComponent.TotalDamage < threshold)
continue;
TriggerThreshold(target, mobState, mobStateComponent, thresholdsComponent, origin);
break;
}
}
private void TriggerThreshold(
EntityUid target,
MobState newState,
MobStateComponent? mobState = null,
MobThresholdsComponent? thresholds = null,
EntityUid? origin = null)
{
if (!Resolve(target, ref mobState, ref thresholds) ||
mobState.CurrentState == newState)
{
return;
}
if (mobState.CurrentState != MobState.Dead || thresholds.AllowRevives)
{
thresholds.CurrentThresholdState = newState;
Dirty(target, thresholds);
}
_mobStateSystem.UpdateMobState(target, mobState, origin);
}
private void UpdateAlerts(EntityUid target, MobState currentMobState, MobThresholdsComponent? threshold = null,
DamageableComponent? damageable = null)
{
if (!Resolve(target, ref threshold, ref damageable))
return;
// don't handle alerts if they are managed by another system... BobbySim (soon TM)
if (!threshold.TriggersAlerts)
return;
if (!threshold.StateAlertDict.TryGetValue(currentMobState, out var currentAlert))
{
Log.Error($"No alert alert for mob state {currentMobState} for entity {ToPrettyString(target)}");
return;
}
if (!_alerts.TryGet(currentAlert, out var alertPrototype))
{
Log.Error($"Invalid alert type {currentAlert}");
return;
}
if (alertPrototype.SupportsSeverity)
{
var severity = _alerts.GetMinSeverity(currentAlert);
if (TryGetNextState(target, currentMobState, out var nextState, threshold) &&
TryGetPercentageForState(target, nextState.Value, damageable.TotalDamage, out var percentage))
{
percentage = FixedPoint2.Clamp(percentage.Value, 0, 1);
severity = (short) MathF.Round(
MathHelper.Lerp(
_alerts.GetMinSeverity(currentAlert),
_alerts.GetMaxSeverity(currentAlert),
percentage.Value.Float()));
}
_alerts.ShowAlert(target, currentAlert, severity);
}
else
{
_alerts.ShowAlert(target, currentAlert);
}
}
private void OnDamaged(EntityUid target, MobThresholdsComponent thresholds, DamageChangedEvent args)
{
if (!TryComp<MobStateComponent>(target, out var mobState))
return;
CheckThresholds(target, mobState, thresholds, args.Damageable, args.Origin);
var ev = new MobThresholdChecked(target, mobState, thresholds, args.Damageable);
RaiseLocalEvent(target, ref ev, true);
UpdateAlerts(target, mobState.CurrentState, thresholds, args.Damageable);
}
private void MobThresholdStartup(EntityUid target, MobThresholdsComponent thresholds, ComponentStartup args)
{
if (!TryComp<MobStateComponent>(target, out var mobState) || !TryComp<DamageableComponent>(target, out var damageable))
return;
CheckThresholds(target, mobState, thresholds, damageable);
UpdateAllEffects((target, thresholds, mobState, damageable), mobState.CurrentState);
}
private void MobThresholdShutdown(EntityUid target, MobThresholdsComponent component, ComponentShutdown args)
{
if (component.TriggersAlerts)
_alerts.ClearAlertCategory(target, component.HealthAlertCategory);
}
private void OnUpdateMobState(EntityUid target, MobThresholdsComponent component, ref UpdateMobStateEvent args)
{
if (!component.AllowRevives && component.CurrentThresholdState == MobState.Dead)
{
args.State = MobState.Dead;
}
else if (component.CurrentThresholdState != MobState.Invalid)
{
args.State = component.CurrentThresholdState;
}
}
private void UpdateAllEffects(Entity<MobThresholdsComponent, MobStateComponent?, DamageableComponent?> ent, MobState currentState)
{
var (_, thresholds, mobState, damageable) = ent;
if (Resolve(ent, ref thresholds, ref mobState, ref damageable))
{
var ev = new MobThresholdChecked(ent, mobState, thresholds, damageable);
RaiseLocalEvent(ent, ref ev, true);
}
UpdateAlerts(ent, currentState, thresholds, damageable);
}
private void OnThresholdsMobState(Entity<MobThresholdsComponent> ent, ref MobStateChangedEvent args)
{
UpdateAllEffects((ent, ent, null, null), args.NewMobState);
}
#endregion
}
/// <summary>
/// Event that triggers when an entity with a mob threshold is checked
/// </summary>
/// <param name="Target">Target entity</param>
/// <param name="Threshold">Threshold Component owned by the Target</param>
/// <param name="MobState">MobState Component owned by the Target</param>
/// <param name="Damageable">Damageable Component owned by the Target</param>
[ByRefEvent]
public readonly record struct MobThresholdChecked(EntityUid Target, MobStateComponent MobState,
MobThresholdsComponent Threshold, DamageableComponent Damageable);