Repairing borgs now takes multiple doafters (#41638)

* borg repair is now multiple doafters

* is a float now

* use else

* remove random new line i added for some reason

* add new line at the end of the file

* add documentation

* made repair system super robust

* borg heal faster from crit

* forgot to make it a datafield

* less overpower

* cant repair futher than the threshold for alive if not alive or dead

* fix math

* more math

* fixes

* some comentary

* more accurate

* simple solution

* new solution

* better numbers

* more accurate

* use helper function

* fine tunning the number

* better way to restart the doafter

* update AutoDoAfter

* not used

* more clear

* remove inline if

* improve helper methods

* updare pop up message

* another unused

* nuke consecutive repair bonus

* increase the repair (so it doesn't take ages to fix a borg)

* back to 10 per repair

* heal evenly

* fix for edge case

* fix

* fix

* it works now

* add / fix comments

* small clean up

* make easier to understand

* use FixedPoint2.Zero

* make it smaller

* add support for group even heal

* ops

* easier to read

* typo

* make the HealEvenly better

* rename to GetDamage

* negative value

* Update Content.Shared/Repairable/RepairableSystem.cs

---------

Co-authored-by: slarticodefast <161409025+slarticodefast@users.noreply.github.com>
This commit is contained in:
Samuka
2025-12-15 09:15:22 -03:00
committed by GitHub
parent 83e1a6a8eb
commit d53fe69b86
5 changed files with 81 additions and 24 deletions

View File

@@ -17,15 +17,26 @@ public sealed partial class RepairableComponent : Component
/// <remarks>
/// If this data-field is specified, it will change damage by this amount instead of setting all damage to 0.
/// in order to heal/repair the damage values have to be negative.
/// This will only be used if <see cref="DamageValue"/> is not null.
/// If this is null and so is <see cref="DamageValue"/> then all damage will be repaired at once.
/// </remarks>
[DataField, AutoNetworkedField]
public DamageSpecifier? Damage;
/// <summary>
/// Amount of damage to repair of the entity equaly distributed among the damage types the entity has.
/// </summary>
/// <remarks>
/// in order to heal/repair the damage values have to be negative.
/// </remarks>
[DataField, AutoNetworkedField]
public float? DamageValue;
/// <summary>
/// Cost of fuel used to repair this device.
/// </summary>
[DataField, AutoNetworkedField]
public int FuelCost = 5;
public float FuelCost = 5f;
/// <summary>
/// Tool quality necessary to repair this device.
@@ -39,6 +50,12 @@ public sealed partial class RepairableComponent : Component
[DataField, AutoNetworkedField]
public int DoAfterDelay = 1;
/// <summary>
/// If true and after the repair there still damage, a new doafter starts automatically
/// </summary>
[DataField, AutoNetworkedField]
public bool AutoDoAfter = true;
/// <summary>
/// A multiplier that will be applied to the above if an entity is repairing themselves.
/// </summary>

View File

@@ -20,10 +20,10 @@ public sealed partial class RepairableSystem : EntitySystem
public override void Initialize()
{
SubscribeLocalEvent<RepairableComponent, InteractUsingEvent>(Repair);
SubscribeLocalEvent<RepairableComponent, RepairFinishedEvent>(OnRepairFinished);
SubscribeLocalEvent<RepairableComponent, RepairDoAfterEvent>(OnRepairDoAfter);
}
private void OnRepairFinished(Entity<RepairableComponent> ent, ref RepairFinishedEvent args)
private void OnRepairDoAfter(Entity<RepairableComponent> ent, ref RepairDoAfterEvent args)
{
if (args.Cancelled)
return;
@@ -31,24 +31,62 @@ public sealed partial class RepairableSystem : EntitySystem
if (!TryComp(ent.Owner, out DamageableComponent? damageable) || damageable.TotalDamage == 0)
return;
if (ent.Comp.Damage != null)
{
var damageChanged = _damageableSystem.ChangeDamage(ent.Owner, ent.Comp.Damage, true, false, origin: args.User);
_adminLogger.Add(LogType.Healed, $"{ToPrettyString(args.User):user} repaired {ToPrettyString(ent.Owner):target} by {damageChanged.GetTotal()}");
}
if (ent.Comp.DamageValue != null)
RepairSomeDamage((ent, damageable), ent.Comp.DamageValue.Value, args.User);
else if (ent.Comp.Damage != null)
RepairSomeDamage((ent, damageable), ent.Comp.Damage, args.User);
else
RepairAllDamage((ent, damageable), args.User);
args.Repeat = ent.Comp.AutoDoAfter && damageable.TotalDamage > 0;
args.Args.Event.Repeat = args.Repeat;
args.Handled = true;
if (!args.Repeat)
{
// Repair all damage
_damageableSystem.SetAllDamage((ent.Owner, damageable), 0);
_adminLogger.Add(LogType.Healed, $"{ToPrettyString(args.User):user} repaired {ToPrettyString(ent.Owner):target} back to full health");
var str = Loc.GetString("comp-repairable-repair", ("target", ent.Owner), ("tool", args.Used!));
_popup.PopupClient(str, ent.Owner, args.User);
var ev = new RepairedEvent(ent, args.User);
RaiseLocalEvent(ent.Owner, ref ev);
}
}
var str = Loc.GetString("comp-repairable-repair", ("target", ent.Owner), ("tool", args.Used!));
_popup.PopupClient(str, ent.Owner, args.User);
/// <summary>
/// Repairs some damage of a entity.
/// The healed amount will be evenly 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
/// </summary>
/// <param name="ent">entity to be repaired</param>
/// <param name="damageAmount">how much damage to repair (value have to be negative to repair)</param>
/// <param name="user">who is doing the repair</param>
private void RepairSomeDamage(Entity<DamageableComponent?> ent, float damageAmount, EntityUid user)
{
var damageChanged = _damageableSystem.HealEvenly(ent.Owner, damageAmount, origin: user);
_adminLogger.Add(LogType.Healed, $"{ToPrettyString(user):user} repaired {ToPrettyString(ent.Owner):target} by {damageChanged.GetTotal()}");
}
var ev = new RepairedEvent(ent, args.User);
RaiseLocalEvent(ent.Owner, ref ev);
/// <summary>
/// Repairs some damage of a entity
/// </summary>
/// <param name="ent">entity to be repaired</param>
/// <param name="damageAmount">how much damage to repair (values have to be negative to repair)</param>
/// <param name="user">who is doing the repair</param>
private void RepairSomeDamage(Entity<DamageableComponent?> ent, Damage.DamageSpecifier damageAmount, EntityUid user)
{
var damageChanged = _damageableSystem.ChangeDamage(ent.Owner, damageAmount, true, false, origin: user);
_adminLogger.Add(LogType.Healed, $"{ToPrettyString(user):user} repaired {ToPrettyString(ent.Owner):target} by {damageChanged.GetTotal()}");
}
/// <summary>
/// Repairs all damage of a entity
/// </summary>
/// <param name="ent">entity to be repaired</param>
/// <param name="user">who is doing the repair</param>
private void RepairAllDamage(Entity<DamageableComponent?> ent, EntityUid user)
{
_damageableSystem.ClearAllDamage(ent);
_adminLogger.Add(LogType.Healed, $"{ToPrettyString(user):user} repaired {ToPrettyString(ent.Owner):target} back to full health");
}
private void Repair(Entity<RepairableComponent> ent, ref InteractUsingEvent args)
@@ -72,7 +110,7 @@ public sealed partial class RepairableSystem : EntitySystem
}
// Run the repairing doafter
args.Handled = _toolSystem.UseTool(args.Used, args.User, ent.Owner, delay, ent.Comp.QualityNeeded, new RepairFinishedEvent(), ent.Comp.FuelCost);
args.Handled = _toolSystem.UseTool(args.Used, args.User, ent.Owner, delay, ent.Comp.QualityNeeded, new RepairDoAfterEvent(), ent.Comp.FuelCost);
}
}
@@ -84,5 +122,9 @@ public sealed partial class RepairableSystem : EntitySystem
[ByRefEvent]
public readonly record struct RepairedEvent(Entity<RepairableComponent> Ent, EntityUid User);
/// <summary>
/// Do after event started when you try to fix a entity with RepairableComponent.
/// This doafter is repeated if the entity has <see cref="AutoDoAfter"> set to true and not all damage was fixed yet.
/// </summary>
[Serializable, NetSerializable]
public sealed partial class RepairFinishedEvent : SimpleDoAfterEvent;
public sealed partial class RepairDoAfterEvent : SimpleDoAfterEvent;

View File

@@ -1,7 +1,7 @@
### Interaction Messages
# Shown when repairing something
comp-repairable-repair = You repair {PROPER($target) ->
comp-repairable-repair = You finish repairing {PROPER($target) ->
[true] {""}
*[false] the{" "}
}{$target} with {PROPER($tool) ->

View File

@@ -103,7 +103,9 @@
- Science
- type: ZombieImmune
- type: Repairable
doAfterDelay: 10
damageValue: -10 # 10 seconds to repair from crit
doAfterDelay: 1
fuelCost: 0.5
allowSelfRepair: false
- type: BorgChassis
- type: LockingWhitelist
@@ -453,8 +455,6 @@
- Mothership
- Xenoborg
- Binary
- type: Repairable
doAfterDelay: 13 # 25% more HP, so 30% more time to heal
- type: BorgChassis
maxModules: 0
hasMindState: robot_e

View File

@@ -129,8 +129,6 @@
- cell_slot
- !type:DoActsBehavior
acts: [ "Destruction" ]
- type: Repairable
doAfterDelay: 25 # more HP, more time to heal
- type: ContainerFill
containers:
borg_brain: