Move logic from EvenHealthChangeEntityEffectSystem to the damage system API (#41684)

* add two methods

* move stuff to damage system api

* use TryIndex

* simplify

* minor fix

* add helper functions

* fix

* remove random new line

* simplify

* remove unnecessary lines

* rename to GetDamage

* Got it working

* make more clear

* why backwards

* value should be the amount to heal

* fix

* fix all dumb fixedpoint2 edge cases I hope

* One more thing

* fix

* make it more simple

* ops it was backwards

* valueHeal can't be more than remaining

* add all keys beforehand and no need to check and add them inside the loop

* break for loop in case remaining is zero

* comment was wrong

* optimized, works

* remove random spaces

---------

Co-authored-by: Princess Cheeseballs <66055347+Pronana@users.noreply.github.com>
This commit is contained in:
Samuka
2025-12-14 19:31:15 -03:00
committed by GitHub
parent 5650e6be0f
commit 12b9e3735b
5 changed files with 277 additions and 37 deletions

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@@ -17,8 +17,8 @@ using Content.Shared.Database;
using Content.Shared.EntityConditions;
using Content.Shared.EntityConditions.Conditions.Body;
using Content.Shared.EntityEffects;
using Content.Shared.EntityEffects.Effects;
using Content.Shared.EntityEffects.Effects.Body;
using Content.Shared.EntityEffects.Effects.Damage;
using Content.Shared.Mobs.Systems;
using JetBrains.Annotations;
using Robust.Shared.Prototypes;

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@@ -1,3 +1,5 @@
using System.Linq;
using System.Net.Sockets;
using Content.Shared.Damage.Components;
using Content.Shared.Damage.Prototypes;
using Content.Shared.FixedPoint;
@@ -184,6 +186,179 @@ public sealed partial class DamageableSystem
return damageDone;
}
/// <summary>
/// Will reduce the damage on the entity exactly by <see cref="amount"/> as close as equally distributed among all damage types the entity has.
/// If one of the damage types of the entity is too low. it will heal that completly and distribute the excess healing among the other damage types.
/// If the <see cref="amount"/> is larger than the total damage of the entity then it just clears all damage.
/// </summary>
/// <param name="ent">entity to be healed</param>
/// <param name="amount">how much to heal. value has to be negative to heal</param>
/// <param name="group">from which group to heal. if null, heal from all groups</param>
/// <param name="origin">who did the healing</param>
public DamageSpecifier HealEvenly(
Entity<DamageableComponent?> ent,
FixedPoint2 amount,
ProtoId<DamageGroupPrototype>? group = null,
EntityUid? origin = null)
{
var damageChange = new DamageSpecifier();
if (!_damageableQuery.Resolve(ent, ref ent.Comp, false) || amount >= 0)
return damageChange;
// Get our total damage, or heal if we're below a certain amount.
if (!TryGetDamageGreaterThan((ent, ent.Comp), -amount, out var damage, group))
return ChangeDamage(ent, -damage, true, false, origin);
// make sure damageChange has the same damage types as damage
damageChange.DamageDict.EnsureCapacity(damage.DamageDict.Count);
foreach (var type in damage.DamageDict.Keys)
{
damageChange.DamageDict.Add(type, FixedPoint2.Zero);
}
var remaining = -amount;
var keys = damage.DamageDict.Keys.ToList();
while (remaining > 0)
{
var count = keys.Count;
// We do this to ensure that we always round up when dividing to avoid excess loops.
// We already have logic to prevent healing more than we have.
var maxHeal = count == 1 ? remaining : (remaining + FixedPoint2.Epsilon * (count - 1)) / count;
// Iterate backwards since we're removing items.
for (var i = count - 1; i >= 0; i--)
{
var type = keys[i];
// This is the amount we're trying to heal, capped by maxHeal
var heal = damage.DamageDict[type] + damageChange.DamageDict[type];
// Don't go above max, if we don't go above max
if (heal > maxHeal)
heal = maxHeal;
// If we're not above max, we will heal it fully and don't need to enumerate anymore!
else
keys.RemoveAt(i);
if (heal >= remaining)
{
// Don't remove more than we can remove. Prevents us from healing more than we'd expect...
damageChange.DamageDict[type] -= remaining;
remaining = FixedPoint2.Zero;
break;
}
remaining -= heal;
damageChange.DamageDict[type] -= heal;
}
}
return ChangeDamage(ent, damageChange, true, false, origin);
}
/// <summary>
/// Will reduce the damage on the entity exactly by <see cref="amount"/> distributed by weight among all damage types the entity has.
/// (the weight is how much damage of the type there is)
/// If the <see cref="amount"/> is larger than the total damage of the entity then it just clears all damage.
/// </summary>
/// <param name="ent">entity to be healed</param>
/// <param name="amount">how much to heal. value has to be negative to heal</param>
/// <param name="group">from which group to heal. if null, heal from all groups</param>
/// <param name="origin">who did the healing</param>
public DamageSpecifier HealDistributed(
Entity<DamageableComponent?> ent,
FixedPoint2 amount,
ProtoId<DamageGroupPrototype>? group = null,
EntityUid? origin = null)
{
var damageChange = new DamageSpecifier();
if (!_damageableQuery.Resolve(ent, ref ent.Comp, false) || amount >= 0)
return damageChange;
// Get our total damage, or heal if we're below a certain amount.
if (!TryGetDamageGreaterThan((ent, ent.Comp), -amount, out var damage, group))
return ChangeDamage(ent, -damage, true, false, origin);
// make sure damageChange has the same damage types as damageEntity
damageChange.DamageDict.EnsureCapacity(damage.DamageDict.Count);
var total = damage.GetTotal();
// heal weighted by the damage of that type
foreach (var (type, value) in damage.DamageDict)
{
damageChange.DamageDict.Add(type, value / total * amount);
}
return ChangeDamage(ent, damageChange, true, false, origin);
}
/// <summary>
/// Tries to get damage from an entity with an optional group specifier.
/// </summary>
/// <param name="ent">Entity we're checking the damage on</param>
/// <param name="amount">Amount we want the damage to be greater than ideally</param>
/// <param name="damage">Damage specifier we're returning with</param>
/// <param name="group">An optional group, note that if it fails to index it will just use all damage.</param>
/// <returns>True if the total damage is greater than the specified amount</returns>
public bool TryGetDamageGreaterThan(Entity<DamageableComponent> ent,
FixedPoint2 amount,
out DamageSpecifier damage,
ProtoId<DamageGroupPrototype>? group = null)
{
// get the damage should be healed (either all or only from one group)
damage = group == null ? GetDamage(ent) : GetDamage(ent, group.Value);
// If trying to heal more than the total damage of damageEntity just heal everything
return damage.GetTotal() > amount;
}
/// <summary>
/// Returns a <see cref="DamageSpecifier"/> with all positive damage of the entity from the group specified
/// </summary>
/// <param name="ent">entity with damage</param>
/// <param name="group">group of damage to get values from</param>
/// <returns></returns>
public DamageSpecifier GetDamage(Entity<DamageableComponent> ent, ProtoId<DamageGroupPrototype> group)
{
// No damage if no group exists...
if (!_prototypeManager.Resolve(group, out var groupProto))
return new DamageSpecifier();
var damage = new DamageSpecifier();
damage.DamageDict.EnsureCapacity(groupProto.DamageTypes.Count);
foreach (var damageId in groupProto.DamageTypes)
{
if (!ent.Comp.Damage.DamageDict.TryGetValue(damageId, out var value))
continue;
if (value > FixedPoint2.Zero)
damage.DamageDict.Add(damageId, value);
}
return damage;
}
/// <summary>
/// Returns a <see cref="DamageSpecifier"/> with all positive damage of the entity
/// </summary>
/// <param name="ent">entity with damage</param>
/// <returns></returns>
public DamageSpecifier GetDamage(Entity<DamageableComponent> ent)
{
var damage = new DamageSpecifier();
damage.DamageDict.EnsureCapacity(ent.Comp.Damage.DamageDict.Count);
foreach (var (damageId, value) in ent.Comp.Damage.DamageDict)
{
if (value > FixedPoint2.Zero)
damage.DamageDict.Add(damageId, value);
}
return damage;
}
/// <summary>
/// Applies the two universal "All" modifiers, if set.
/// Individual damage source modifiers are set in their respective code.

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@@ -0,0 +1,91 @@
using Content.Shared.Damage.Components;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Damage.Systems;
using Content.Shared.FixedPoint;
using Content.Shared.Localizations;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects.Damage;
/// <summary>
/// Heal the damage types in a damage group by up to a specified total on this entity.
/// The amount healed per type is weighted by the amount of damage for that type scaling linearly.
/// Total adjustment is modified by scale.
/// </summary>
/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
public sealed partial class DistributedHealthChangeEntityEffectSystem : EntityEffectSystem<DamageableComponent, DistributedHealthChange>
{
[Dependency] private readonly DamageableSystem _damageable = default!;
protected override void Effect(Entity<DamageableComponent> entity, ref EntityEffectEvent<DistributedHealthChange> args)
{
foreach (var (group, amount) in args.Effect.Damage)
{
_damageable.HealDistributed(entity.AsNullable(), amount * args.Scale, group);
}
}
}
/// <inheritdoc cref="EntityEffect"/>
public sealed partial class DistributedHealthChange : EntityEffectBase<DistributedHealthChange>
{
/// <summary>
/// Damage to heal, collected into entire damage groups.
/// </summary>
[DataField(required: true)]
public Dictionary<ProtoId<DamageGroupPrototype>, FixedPoint2> Damage = new();
/// <summary>
/// Should this effect ignore damage modifiers?
/// </summary>
[DataField]
public bool IgnoreResistances = true;
public override string EntityEffectGuidebookText(IPrototypeManager prototype, IEntitySystemManager entSys)
{
var damages = new List<string>();
var heals = false;
var deals = false;
var damagableSystem = entSys.GetEntitySystem<DamageableSystem>();
var universalReagentDamageModifier = damagableSystem.UniversalReagentDamageModifier;
var universalReagentHealModifier = damagableSystem.UniversalReagentHealModifier;
foreach (var (group, amount) in Damage)
{
var groupProto = prototype.Index(group);
var sign = FixedPoint2.Sign(amount);
float mod;
switch (sign)
{
case < 0:
heals = true;
mod = universalReagentHealModifier;
break;
case > 0:
deals = true;
mod = universalReagentDamageModifier;
break;
default:
continue; // Don't need to show damage types of 0...
}
damages.Add(
Loc.GetString("health-change-display",
("kind", groupProto.LocalizedName),
("amount", MathF.Abs(amount.Float() * mod)),
("deltasign", sign)
));
}
// We use health change since in practice it's not even and distributed is a mouthful.
// Also because healing groups not using even or distributed healing should be kill.
var healsordeals = heals ? deals ? "both" : "heals" : deals ? "deals" : "none";
return Loc.GetString("entity-effect-guidebook-health-change",
("chance", Probability),
("changes", ContentLocalizationManager.FormatList(damages)),
("healsordeals", healsordeals));
}
}

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@@ -1,54 +1,27 @@
using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Content.Shared.Damage.Components;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Damage.Systems;
using Content.Shared.FixedPoint;
using Content.Shared.Localizations;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Shared.EntityEffects.Effects;
namespace Content.Shared.EntityEffects.Effects.Damage;
/// <summary>
/// Evenly adjust the damage types in a damage group by up to a specified total on this entity.
/// Evenly heal the damage types in a damage group by up to a specified total on this entity.
/// Total adjustment is modified by scale.
/// </summary>
/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
public sealed partial class EvenHealthChangeEntityEffectSystem : EntityEffectSystem<DamageableComponent, EvenHealthChange>
{
[Dependency] private readonly DamageableSystem _damageable = default!;
[Dependency] private readonly IPrototypeManager _proto = default!;
protected override void Effect(Entity<DamageableComponent> entity, ref EntityEffectEvent<EvenHealthChange> args)
{
var damageSpec = new DamageSpecifier();
foreach (var (group, amount) in args.Effect.Damage)
{
var groupProto = _proto.Index(group);
var groupDamage = new Dictionary<string, FixedPoint2>();
foreach (var damageId in groupProto.DamageTypes)
{
var damageAmount = entity.Comp.Damage.DamageDict.GetValueOrDefault(damageId);
if (damageAmount != FixedPoint2.Zero)
groupDamage.Add(damageId, damageAmount);
}
var sum = groupDamage.Values.Sum();
foreach (var (damageId, damageAmount) in groupDamage)
{
var existing = damageSpec.DamageDict.GetOrNew(damageId);
damageSpec.DamageDict[damageId] = existing + damageAmount / sum * amount;
}
_damageable.HealEvenly(entity.AsNullable(), amount * args.Scale, group);
}
damageSpec *= args.Scale;
_damageable.TryChangeDamage(
entity.AsNullable(),
damageSpec,
args.Effect.IgnoreResistances,
interruptsDoAfters: false);
}
}

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@@ -1,11 +1,12 @@
using Content.Shared.Damage;
using Content.Shared.Damage.Components;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Damage.Systems;
using Content.Shared.FixedPoint;
using Content.Shared.Localizations;
using Robust.Shared.Prototypes;
namespace Content.Shared.EntityEffects.Effects;
namespace Content.Shared.EntityEffects.Effects.Damage;
/// <summary>
/// Adjust the damages on this entity by specified amounts.
@@ -14,7 +15,7 @@ namespace Content.Shared.EntityEffects.Effects;
/// <inheritdoc cref="EntityEffectSystem{T,TEffect}"/>
public sealed partial class HealthChangeEntityEffectSystem : EntityEffectSystem<DamageableComponent, HealthChange>
{
[Dependency] private readonly Damage.Systems.DamageableSystem _damageable = default!;
[Dependency] private readonly DamageableSystem _damageable = default!;
protected override void Effect(Entity<DamageableComponent> entity, ref EntityEffectEvent<HealthChange> args)
{
@@ -50,10 +51,10 @@ public sealed partial class HealthChange : EntityEffectBase<HealthChange>
var damageSpec = new DamageSpecifier(Damage);
var universalReagentDamageModifier = entSys.GetEntitySystem<Damage.Systems.DamageableSystem>().UniversalReagentDamageModifier;
var universalReagentHealModifier = entSys.GetEntitySystem<Damage.Systems.DamageableSystem>().UniversalReagentHealModifier;
var universalReagentDamageModifier = entSys.GetEntitySystem<DamageableSystem>().UniversalReagentDamageModifier;
var universalReagentHealModifier = entSys.GetEntitySystem<DamageableSystem>().UniversalReagentHealModifier;
damageSpec = entSys.GetEntitySystem<Damage.Systems.DamageableSystem>().ApplyUniversalAllModifiers(damageSpec);
damageSpec = entSys.GetEntitySystem<DamageableSystem>().ApplyUniversalAllModifiers(damageSpec);
foreach (var (kind, amount) in damageSpec.DamageDict)
{