Files
wwdpublic/Content.Shared/Damage/Systems/StaminaSystem.cs
Debug fd2cc8570d Sync master up to 1/10 (#74)
* Automatic changelog update

* Make NPC names proper nouns & fix some genders (#20534)

* Proper names & genders

* Uppercase proper names

* Make Smile female

* fix bingus wrinkly head (#20531)

* rouny meat and steak (#20526)

* lost friendship flavor

* add rouny steak

* rouny special meat

* rouny meat textures

---------

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Wearable Wet Floor Sign and 'Janitorial Suicide Vest' (#20311)

* Explosive wet floor sign & janitorial suicide vest

* fix attributions

* Remove name & desc from explosive wet floor sign

* Make wet floor sign chameleonable

* Automatic changelog update

* Minor slippery stuff (#20535)

* Update submodule to 162.2.0 (#20570)

* Predicted armor (#20560)

* clean up some lines in smile the slime prototype (#20552)

* Revert "Use full file path for temp replays (#19002)" (#20545)

* Add EyesGlasses into ClothesMate (#20523)

* Automatic changelog update

* Fix Punpun crew monitor sensor (#20484)

* Automatic changelog update

* EasyPry airlocks for arrivals. Now also prying refactor I guess (#19394)

Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>

* Automatic changelog update

* Make arcades hackable again (#20555)

* Automatic changelog update

* Health alert tweaks (#20557)

* Automatic changelog update

* Add active and ended game rule components, generic TryRoundStartAttempt and minPlayers field (#20564)

* Improve active game rule querying, add generic try round start attempt method, move minPlayers to GameRuleComponent

* Nukeops todo and cleanup

* Remove Active field

* Add EndedGameRuleComponent

* bartender suit (#20521)

* give me a drink bartender

* guh

* aARG

* Necropolis and mine walls (#20578)

* Automatic changelog update

* archaic accent tweaks (#20567)

* Automatic changelog update

* Add confirmation to kick and respawn in the admin player actions panel (#20542)

* Remove windows-latest CI runs, remove unused build-test-release.yml (#20540)

* Change .editorconfig to keep existing attribute arrangement (#20538)

* Automatic changelog update

* Catch replay start and end errors on round restarts (#20565)

* Update trivial components to use auto comp states (#20539)

* Fix role unbans not applying in real time (#20547)

* Disable AHelp buttons when no player is selected, update button styling (#20568)

* Automatic changelog update

* Added a toggle fullscreen button (default F11) (#20272)

* Added a toggle fullscreen button (default F11)

* Removed un-needed comments

* Review Requested Changes

* Fixed Acidental Spacing Change

* bwoink, removed extraneous code

* nothing, litterally

* Automatic changelog update

* Fix not networking markings (#20588)

* Automatic changelog update

* Update RobustToolbox to v162.2.1 (#20590)

* Automatic changelog update

* Glorfcode (force say on damage/stun/crit) (#20562)

* Automatic changelog update

* Fix AHelp progressively showing more AHelp panels (#20591)

* Automatic changelog update

* caninsert entitystorage tweaks (#20589)

* Automatic changelog update

* Fix mapping actions crashing on load (#20592)

* Fix loading a map with a ThirstComponent crashing the game (#20594)

* Fix electrocution displaying real name of disguised players (#20603)

* Organ fixes (#20488)

* Automatic changelog update

* Kettle medical rework (#20435)

* Initial try at medical rework for kettle

* Re-add decal decorations to Kettle's medical

* Add more lockers to kettle's med

* Actually upload kettle's map, not its proto

* Automatic changelog update

* Added blocked visuals to volumetric pump (#20610)

* Automatic changelog update

* Move TimedDespawn to engine (#20515)

* Update submodule to 163.0.0 (#20616)

* Remove v0.1 version number from local main menu screen (#20617)

* Remove cloneData parameter from AutoNetworkedField (#20596)

* Update submodule to 164.0.0 (#20618)

* fix cognizine ghost role (#20632)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Move ID layer one pixel to correct alignment (#20630)

* Update nukie hardsuit descriptions (#20529)

* Make holofans destructable (#20445)

* Automatic changelog update

* bowl is open (#20453)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Add TestPair.WaitCommand() (#20615)

* Rename ThreatPrototype and mark fields as required (#20611)

* Adjust hard bomb shape (#20608)

* dragon refactor, objectives and use GenericAntag (#20201)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Automatic changelog update

* Added generic empty liquids tank (#20563)

* Move view variables verb to the top of the list with no category and localize it (#20546)

* saltern update (#20325)

Co-authored-by: deltanedas <@deltanedas:kde.org>

* Fix followers leaking (#20643)

* Add Winter Boots (#20622)

* add

* fix prototype

* Add QM mantle (#20621)

* add

* fix prototype

* Automatic changelog update

* Slime mobs breathe nitrogen and resprite their organs (#20577)

* Slimes breathe nitrogen and resprite their organs

* ups

* mmm

* Automatic changelog update

* Fix the new lizard horn's consistency + issue (#20620)

* fix

* add

* Revert "add"

This reverts commit a054a3204a8f185a94ceb80b1bd3bc9f30423711.

* Add RandomHumanoidAppearance component to for space ninjas (#20605)

* Automatic changelog update

* Space cat breathes space (#20550)

* Space cat breathes space

Made Space Cat lungs ROBUST

* Made Space Cat's lungs ROBUST 2.0

* Automatic changelog update

* Wide anomaly locator (#20581)

* Add files via upload

* Add files via upload

* Add files via upload

* Add files via upload

* add textures

* fix encoding

* fix 2

* Automatic changelog update

* Fixed Telescopic Shield Lighting (#20650)

* Fixed Telescopic Shield Lighting Bug fix #20199

* no need for these at all

---------

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

* Automatic changelog update

* Add a special hardsuit for nukie medic (#20471)

* Automatic changelog update

* Carry over other mutations when doing species mutation (#20551)

* Automatic changelog update

* Add Spanish accent to poncho and sombrero (#20377)

---------

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2023-10-03 14:15:46 -05:00

403 lines
14 KiB
C#

using System.Linq;
using Content.Shared.Administration.Logs;
using Content.Shared.Alert;
using Content.Shared.CombatMode;
using Content.Shared.Damage.Components;
using Content.Shared.Damage.Events;
using Content.Shared.Database;
using Content.Shared.Effects;
using Content.Shared.IdentityManagement;
using Content.Shared.Popups;
using Content.Shared.Projectiles;
using Content.Shared.Rejuvenate;
using Content.Shared.Rounding;
using Content.Shared.Stunnable;
using Content.Shared.Throwing;
using Content.Shared.Weapons.Melee.Events;
using JetBrains.Annotations;
using Robust.Shared.Audio;
using Robust.Shared.Network;
using Robust.Shared.Player;
using Robust.Shared.Random;
using Robust.Shared.Timing;
namespace Content.Shared.Damage.Systems;
public sealed partial class StaminaSystem : EntitySystem
{
[Dependency] private readonly IGameTiming _timing = default!;
[Dependency] private readonly INetManager _net = default!;
[Dependency] private readonly IRobustRandom _random = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly AlertsSystem _alerts = default!;
[Dependency] private readonly MetaDataSystem _metadata = default!;
[Dependency] private readonly SharedColorFlashEffectSystem _color = default!;
[Dependency] private readonly SharedPopupSystem _popup = default!;
[Dependency] private readonly SharedStunSystem _stunSystem = default!;
[Dependency] private readonly SharedAudioSystem _audio = default!;
/// <summary>
/// How much of a buffer is there between the stun duration and when stuns can be re-applied.
/// </summary>
private static readonly TimeSpan StamCritBufferTime = TimeSpan.FromSeconds(3f);
public override void Initialize()
{
base.Initialize();
InitializeModifier();
SubscribeLocalEvent<StaminaComponent, EntityUnpausedEvent>(OnStamUnpaused);
SubscribeLocalEvent<StaminaComponent, ComponentStartup>(OnStartup);
SubscribeLocalEvent<StaminaComponent, ComponentShutdown>(OnShutdown);
SubscribeLocalEvent<StaminaComponent, AfterAutoHandleStateEvent>(OnStamHandleState);
SubscribeLocalEvent<StaminaComponent, DisarmedEvent>(OnDisarmed);
SubscribeLocalEvent<StaminaComponent, RejuvenateEvent>(OnRejuvenate);
SubscribeLocalEvent<StaminaDamageOnCollideComponent, ProjectileHitEvent>(OnProjectileHit);
SubscribeLocalEvent<StaminaDamageOnCollideComponent, ThrowDoHitEvent>(OnThrowHit);
SubscribeLocalEvent<StaminaDamageOnHitComponent, MeleeHitEvent>(OnMeleeHit);
}
private void OnStamUnpaused(EntityUid uid, StaminaComponent component, ref EntityUnpausedEvent args)
{
component.NextUpdate += args.PausedTime;
}
private void OnStamHandleState(EntityUid uid, StaminaComponent component, ref AfterAutoHandleStateEvent args)
{
if (component.Critical)
EnterStamCrit(uid, component);
else
{
if (component.StaminaDamage > 0f)
EnsureComp<ActiveStaminaComponent>(uid);
ExitStamCrit(uid, component);
}
}
private void OnShutdown(EntityUid uid, StaminaComponent component, ComponentShutdown args)
{
if (MetaData(uid).EntityLifeStage < EntityLifeStage.Terminating)
{
RemCompDeferred<ActiveStaminaComponent>(uid);
}
SetStaminaAlert(uid);
}
private void OnStartup(EntityUid uid, StaminaComponent component, ComponentStartup args)
{
SetStaminaAlert(uid, component);
}
[PublicAPI]
public float GetStaminaDamage(EntityUid uid, StaminaComponent? component = null)
{
if (!Resolve(uid, ref component))
return 0f;
var curTime = _timing.CurTime;
var pauseTime = _metadata.GetPauseTime(uid);
return MathF.Max(0f, component.StaminaDamage - MathF.Max(0f, (float) (curTime - (component.NextUpdate + pauseTime)).TotalSeconds * component.Decay));
}
private void OnRejuvenate(EntityUid uid, StaminaComponent component, RejuvenateEvent args)
{
if (component.StaminaDamage >= component.CritThreshold)
{
ExitStamCrit(uid, component);
}
component.StaminaDamage = 0;
RemComp<ActiveStaminaComponent>(uid);
SetStaminaAlert(uid, component);
Dirty(component);
}
private void OnDisarmed(EntityUid uid, StaminaComponent component, DisarmedEvent args)
{
if (args.Handled || !_random.Prob(args.PushProbability))
return;
if (component.Critical)
return;
var damage = args.PushProbability * component.CritThreshold;
TakeStaminaDamage(uid, damage, component, source: args.Source);
// We need a better method of getting if the entity is going to resist stam damage, both this and the lines in the foreach at the end of OnHit() are awful
if (!component.Critical)
return;
var targetEnt = Identity.Entity(args.Target, EntityManager);
var sourceEnt = Identity.Entity(args.Source, EntityManager);
_popup.PopupEntity(Loc.GetString("stunned-component-disarm-success-others", ("source", sourceEnt), ("target", targetEnt)), targetEnt, Filter.PvsExcept(args.Source), true, PopupType.LargeCaution);
_popup.PopupCursor(Loc.GetString("stunned-component-disarm-success", ("target", targetEnt)), args.Source, PopupType.Large);
_adminLogger.Add(LogType.DisarmedKnockdown, LogImpact.Medium, $"{ToPrettyString(args.Source):user} knocked down {ToPrettyString(args.Target):target}");
args.Handled = true;
}
private void OnMeleeHit(EntityUid uid, StaminaDamageOnHitComponent component, MeleeHitEvent args)
{
if (!args.IsHit ||
!args.HitEntities.Any() ||
component.Damage <= 0f)
{
return;
}
var ev = new StaminaDamageOnHitAttemptEvent();
RaiseLocalEvent(uid, ref ev);
if (ev.Cancelled)
return;
var stamQuery = GetEntityQuery<StaminaComponent>();
var toHit = new List<(EntityUid Entity, StaminaComponent Component)>();
// Split stamina damage between all eligible targets.
foreach (var ent in args.HitEntities)
{
if (!stamQuery.TryGetComponent(ent, out var stam))
continue;
toHit.Add((ent, stam));
}
var hitEvent = new StaminaMeleeHitEvent(toHit);
RaiseLocalEvent(uid, hitEvent);
if (hitEvent.Handled)
return;
var damage = component.Damage;
damage *= hitEvent.Multiplier;
damage += hitEvent.FlatModifier;
foreach (var (ent, comp) in toHit)
{
TakeStaminaDamage(ent, damage / toHit.Count, comp, source: args.User, with: args.Weapon, sound: component.Sound);
}
}
private void OnProjectileHit(EntityUid uid, StaminaDamageOnCollideComponent component, ref ProjectileHitEvent args)
{
OnCollide(uid, component, args.Target);
}
private void OnThrowHit(EntityUid uid, StaminaDamageOnCollideComponent component, ThrowDoHitEvent args)
{
OnCollide(uid, component, args.Target);
}
private void OnCollide(EntityUid uid, StaminaDamageOnCollideComponent component, EntityUid target)
{
var ev = new StaminaDamageOnHitAttemptEvent();
RaiseLocalEvent(uid, ref ev);
if (ev.Cancelled)
return;
TakeStaminaDamage(target, component.Damage, source: uid, sound: component.Sound);
}
private void SetStaminaAlert(EntityUid uid, StaminaComponent? component = null)
{
if (!Resolve(uid, ref component, false) || component.Deleted)
{
_alerts.ClearAlert(uid, AlertType.Stamina);
return;
}
var severity = ContentHelpers.RoundToLevels(MathF.Max(0f, component.CritThreshold - component.StaminaDamage), component.CritThreshold, 7);
_alerts.ShowAlert(uid, AlertType.Stamina, (short) severity);
}
/// <summary>
/// Tries to take stamina damage without raising the entity over the crit threshold.
/// </summary>
public bool TryTakeStamina(EntityUid uid, float value, StaminaComponent? component = null, EntityUid? source = null, EntityUid? with = null)
{
// Something that has no Stamina component automatically passes stamina checks
if (!Resolve(uid, ref component, false))
return true;
var oldStam = component.StaminaDamage;
if (oldStam + value > component.CritThreshold || component.Critical)
return false;
TakeStaminaDamage(uid, value, component, source, with, visual: false);
return true;
}
public void TakeStaminaDamage(EntityUid uid, float value, StaminaComponent? component = null,
EntityUid? source = null, EntityUid? with = null, bool visual = true, SoundSpecifier? sound = null)
{
if (!Resolve(uid, ref component, false))
return;
var ev = new BeforeStaminaDamageEvent(value);
RaiseLocalEvent(uid, ref ev);
if (ev.Cancelled)
return;
// Have we already reached the point of max stamina damage?
if (component.Critical)
return;
var oldDamage = component.StaminaDamage;
component.StaminaDamage = MathF.Max(0f, component.StaminaDamage + value);
// Reset the decay cooldown upon taking damage.
if (oldDamage < component.StaminaDamage)
{
var nextUpdate = _timing.CurTime + TimeSpan.FromSeconds(component.Cooldown);
if (component.NextUpdate < nextUpdate)
component.NextUpdate = nextUpdate;
}
var slowdownThreshold = component.CritThreshold / 2f;
// If we go above n% then apply slowdown
if (oldDamage < slowdownThreshold &&
component.StaminaDamage > slowdownThreshold)
{
_stunSystem.TrySlowdown(uid, TimeSpan.FromSeconds(3), true, 0.8f, 0.8f);
}
SetStaminaAlert(uid, component);
if (!component.Critical)
{
if (component.StaminaDamage >= component.CritThreshold)
{
EnterStamCrit(uid, component);
}
}
else
{
if (component.StaminaDamage < component.CritThreshold)
{
ExitStamCrit(uid, component);
}
}
EnsureComp<ActiveStaminaComponent>(uid);
Dirty(component);
if (value <= 0)
return;
if (source != null)
{
_adminLogger.Add(LogType.Stamina, $"{ToPrettyString(source.Value):user} caused {value} stamina damage to {ToPrettyString(uid):target}{(with != null ? $" using {ToPrettyString(with.Value):using}" : "")}");
}
else
{
_adminLogger.Add(LogType.Stamina, $"{ToPrettyString(uid):target} took {value} stamina damage");
}
if (visual)
{
_color.RaiseEffect(Color.Aqua, new List<EntityUid>() { uid }, Filter.Pvs(uid, entityManager: EntityManager));
}
if (_net.IsServer)
{
_audio.PlayPvs(sound, uid);
}
}
public override void Update(float frameTime)
{
base.Update(frameTime);
if (!_timing.IsFirstTimePredicted)
return;
var stamQuery = GetEntityQuery<StaminaComponent>();
var query = EntityQueryEnumerator<ActiveStaminaComponent>();
var curTime = _timing.CurTime;
while (query.MoveNext(out var uid, out _))
{
// Just in case we have active but not stamina we'll check and account for it.
if (!stamQuery.TryGetComponent(uid, out var comp) ||
comp.StaminaDamage <= 0f && !comp.Critical)
{
RemComp<ActiveStaminaComponent>(uid);
continue;
}
// Shouldn't need to consider paused time as we're only iterating non-paused stamina components.
var nextUpdate = comp.NextUpdate;
if (nextUpdate > curTime)
continue;
// We were in crit so come out of it and continue.
if (comp.Critical)
{
ExitStamCrit(uid, comp);
continue;
}
comp.NextUpdate += TimeSpan.FromSeconds(1f);
TakeStaminaDamage(uid, -comp.Decay, comp);
Dirty(comp);
}
}
private void EnterStamCrit(EntityUid uid, StaminaComponent? component = null)
{
if (!Resolve(uid, ref component) ||
component.Critical)
{
return;
}
// To make the difference between a stun and a stamcrit clear
// TODO: Mask?
component.Critical = true;
component.StaminaDamage = component.CritThreshold;
_stunSystem.TryParalyze(uid, component.StunTime, true);
// Give them buffer before being able to be re-stunned
component.NextUpdate = _timing.CurTime + component.StunTime + StamCritBufferTime;
EnsureComp<ActiveStaminaComponent>(uid);
Dirty(component);
_adminLogger.Add(LogType.Stamina, LogImpact.Medium, $"{ToPrettyString(uid):user} entered stamina crit");
}
private void ExitStamCrit(EntityUid uid, StaminaComponent? component = null)
{
if (!Resolve(uid, ref component) ||
!component.Critical)
{
return;
}
component.Critical = false;
component.StaminaDamage = 0f;
component.NextUpdate = _timing.CurTime;
SetStaminaAlert(uid, component);
RemComp<ActiveStaminaComponent>(uid);
Dirty(component);
_adminLogger.Add(LogType.Stamina, LogImpact.Low, $"{ToPrettyString(uid):user} recovered from stamina crit");
}
}
/// <summary>
/// Raised before stamina damage is dealt to allow other systems to cancel it.
/// </summary>
[ByRefEvent]
public record struct BeforeStaminaDamageEvent(float Value, bool Cancelled = false);