Refactor SpeciesUI into overlay and status effects (#381)
* Refactor SpeciesUI into overlay and status effects All components that update the UI will need to use PlayerAttached for cases where the Mind transfers I think. * Change overlay / status effects to use states * Change TryRemoveStatus to RemoveStatus Doesn't return a bool so not trying. Addressing PJB's feedback.
This commit is contained in:
committed by
Pieter-Jan Briers
parent
6497cdf8ff
commit
12cf5559c2
@@ -110,6 +110,7 @@ namespace Content.Client
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"Airlock",
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"Airlock",
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"MedicalScanner",
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"MedicalScanner",
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"WirePlacer",
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"WirePlacer",
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"Species",
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};
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};
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foreach (var ignoreName in registerIgnore)
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foreach (var ignoreName in registerIgnore)
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@@ -0,0 +1,107 @@
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using System.Collections.Generic;
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using Content.Client.Graphics.Overlays;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics.Overlays;
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using Robust.Client.Interfaces.Graphics.Overlays;
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using Robust.Client.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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namespace Content.Client.GameObjects
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{
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/// <summary>
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/// A character UI component which shows the current damage state of the mob (living/dead)
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(SharedOverlayEffectsComponent))]
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public sealed class ClientOverlayEffectsComponent : SharedOverlayEffectsComponent//, ICharacterUI
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{
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/// <summary>
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/// An enum representing the current state being applied to the user
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/// </summary>
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private ScreenEffects _currentEffect = ScreenEffects.None;
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#pragma warning disable 649
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// Required dependencies
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[Dependency] private readonly IOverlayManager _overlayManager;
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[Dependency] private readonly IPlayerManager _playerManager;
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#pragma warning restore 649
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/// <summary>
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/// Holds the screen effects that can be applied mapped ot their relevant overlay
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/// </summary>
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private Dictionary<ScreenEffects, Overlay> _effectsDictionary;
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/// <summary>
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/// Allows calculating if we need to act due to this component being controlled by the current mob
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/// </summary>
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private bool CurrentlyControlled => _playerManager.LocalPlayer.ControlledEntity == Owner;
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public override void OnAdd()
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{
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base.OnAdd();
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_effectsDictionary = new Dictionary<ScreenEffects, Overlay>()
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{
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{ ScreenEffects.CircleMask, new CircleMaskOverlay() },
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{ ScreenEffects.GradientCircleMask, new GradientCircleMask() }
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};
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}
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public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
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{
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switch (message)
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{
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case PlayerAttachedMsg _:
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SetOverlay(_currentEffect);
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break;
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}
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}
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (!(curState is OverlayEffectComponentState state) || _currentEffect == state.ScreenEffect) return;
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SetOverlay(state.ScreenEffect);
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}
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private void SetOverlay(ScreenEffects effect)
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{
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RemoveOverlay();
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_currentEffect = effect;
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ApplyOverlay();
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}
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private void RemoveOverlay()
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{
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if (CurrentlyControlled && _currentEffect != ScreenEffects.None)
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{
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var appliedEffect = _effectsDictionary[_currentEffect];
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_overlayManager.RemoveOverlay(appliedEffect.ID);
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}
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_currentEffect = ScreenEffects.None;
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}
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private void ApplyOverlay()
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{
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if (CurrentlyControlled && _currentEffect != ScreenEffects.None)
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{
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var overlay = _effectsDictionary[_currentEffect];
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if (_overlayManager.HasOverlay(overlay.ID))
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{
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return;
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}
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_overlayManager.AddOverlay(overlay);
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Logger.InfoS("overlay", $"Changed overlay to {overlay}");
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}
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}
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}
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}
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@@ -0,0 +1,116 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Content.Client.UserInterface;
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using Content.Client.Utility;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Client.GameObjects;
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using Robust.Client.Interfaces.ResourceManagement;
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using Robust.Client.Interfaces.UserInterface;
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using Robust.Client.Player;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.ViewVariables;
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namespace Content.Client.GameObjects.Components.Mobs
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{
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/// <inheritdoc/>
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[RegisterComponent]
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public sealed class ClientStatusEffectsComponent : SharedStatusEffectsComponent
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{
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#pragma warning disable 649
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[Dependency] private readonly IPlayerManager _playerManager;
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[Dependency] private readonly IResourceCache _resourceCache;
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[Dependency] private readonly IUserInterfaceManager _userInterfaceManager;
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#pragma warning restore 649
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private StatusEffectsUI _ui;
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private IDictionary<StatusEffect, string> _icons = new Dictionary<StatusEffect, string>();
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/// <summary>
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/// Allows calculating if we need to act due to this component being controlled by the current mob
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/// </summary>
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private bool CurrentlyControlled => _playerManager.LocalPlayer.ControlledEntity == Owner;
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protected override void Shutdown()
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{
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base.Shutdown();
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PlayerDetached();
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}
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public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null,
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IComponent component = null)
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{
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base.HandleMessage(message, netChannel, component);
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switch (message)
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{
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case PlayerAttachedMsg _:
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PlayerAttached();
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break;
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case PlayerDetachedMsg _:
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PlayerDetached();
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break;
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}
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}
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (!(curState is StatusEffectComponentState state) || _icons == state.StatusEffects) return;
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_icons = state.StatusEffects;
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UpdateIcons();
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}
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private void PlayerAttached()
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{
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if (!CurrentlyControlled || _ui != null)
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{
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return;
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}
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_ui = new StatusEffectsUI();
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_userInterfaceManager.StateRoot.AddChild(_ui);
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UpdateIcons();
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}
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private void PlayerDetached()
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{
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if (!CurrentlyControlled)
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{
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return;
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}
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_ui?.Dispose();
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}
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public void UpdateIcons()
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{
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if (!CurrentlyControlled || _ui == null)
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{
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return;
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}
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_ui.VBox.DisposeAllChildren();
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foreach (var effect in _icons.OrderBy(x => (int) x.Key))
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{
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TextureRect newIcon = new TextureRect
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{
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TextureScale = (2, 2),
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Texture = _resourceCache.GetTexture(effect.Value)
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};
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newIcon.Texture = _resourceCache.GetTexture(effect.Value);
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_ui.VBox.AddChild(newIcon);
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}
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}
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public void RemoveIcon(StatusEffect name)
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{
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_icons.Remove(name);
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UpdateIcons();
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Logger.InfoS("statuseffects", $"Removed icon {name}");
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}
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}
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}
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@@ -1,171 +0,0 @@
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using System.Collections.Generic;
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using Content.Client.GameObjects.Components.Actor;
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using Content.Client.Graphics.Overlays;
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using Content.Client.UserInterface;
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using Content.Client.Utility;
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using Content.Shared.GameObjects;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Graphics.Overlays;
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using Robust.Client.Interfaces.Graphics.Overlays;
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using Robust.Client.Interfaces.ResourceManagement;
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using Robust.Client.Interfaces.UserInterface;
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using Robust.Client.Player;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components.Renderable;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.IoC;
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namespace Content.Client.GameObjects
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{
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/// <summary>
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/// A character UI component which shows the current damage state of the mob (living/dead)
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/// </summary>
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[RegisterComponent]
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public class SpeciesUI : SharedSpeciesComponent//, ICharacterUI
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{
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private StatusEffectsUI _ui;
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/// <summary>
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/// Holds the godot control for the species window
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/// </summary>
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private SpeciesWindow _window;
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/// <summary>
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/// An enum representing the current state being applied to the user
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/// </summary>
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private ScreenEffects _currentEffect = ScreenEffects.None;
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#pragma warning disable 649
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// Required dependencies
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[Dependency] private readonly IOverlayManager _overlayManager;
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[Dependency] private readonly IPlayerManager _playerManager;
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[Dependency] private readonly IUserInterfaceManager _userInterfaceManager;
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[Dependency] private readonly IResourceCache _resourceCache;
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#pragma warning restore 649
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//Relevant interface implementation for the character UI controller
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public Control Scene => _window;
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public UIPriority Priority => UIPriority.Species;
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/// <summary>
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/// Allows calculating if we need to act due to this component being controlled by the current mob
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/// </summary>
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private bool CurrentlyControlled => _playerManager.LocalPlayer.ControlledEntity == Owner;
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/// <summary>
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/// Holds the screen effects that can be applied mapped ot their relevant overlay
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/// </summary>
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private Dictionary<ScreenEffects, Overlay> EffectsDictionary;
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public override void OnRemove()
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{
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base.OnRemove();
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_window.Dispose();
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}
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public override void OnAdd()
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{
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base.OnAdd();
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_window = new SpeciesWindow();
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_ui = new StatusEffectsUI();
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EffectsDictionary = new Dictionary<ScreenEffects, Overlay>()
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{
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{ ScreenEffects.CircleMask, new CircleMaskOverlay() },
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{ ScreenEffects.GradientCircleMask, new GradientCircleMask() }
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};
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}
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public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
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{
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switch (message)
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{
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case HudStateChange msg:
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if (CurrentlyControlled)
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{
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ChangeHudIcon(msg);
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}
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break;
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case PlayerAttachedMsg _:
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_ui.Parent?.RemoveChild(_ui);
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_userInterfaceManager.StateRoot.AddChild(_ui);
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ApplyOverlay();
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break;
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case PlayerDetachedMsg _:
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_ui.Parent?.RemoveChild(_ui);
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RemoveOverlay();
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break;
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}
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}
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private void ChangeHudIcon(HudStateChange changeMessage)
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{
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var path = SharedSpriteComponent.TextureRoot / changeMessage.StateSprite;
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var texture = _resourceCache.GetTexture(path);
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_window.SetIcon(texture);
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_ui.SetHealthIcon(texture);
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SetOverlay(changeMessage);
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}
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private void SetOverlay(HudStateChange message)
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{
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RemoveOverlay();
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_currentEffect = message.effect;
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ApplyOverlay();
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}
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private void RemoveOverlay()
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{
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if (_currentEffect != ScreenEffects.None)
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{
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var appliedEffect = EffectsDictionary[_currentEffect];
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_overlayManager.RemoveOverlay(appliedEffect.ID);
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}
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_currentEffect = ScreenEffects.None;
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}
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private void ApplyOverlay()
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{
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if (_currentEffect != ScreenEffects.None)
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{
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var overlay = EffectsDictionary[_currentEffect];
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if (_overlayManager.HasOverlay(overlay.ID))
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{
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return;
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}
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_overlayManager.AddOverlay(overlay);
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}
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}
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private class SpeciesWindow : TextureRect
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{
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public SpeciesWindow()
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{
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SizeFlagsHorizontal = SizeFlags.ShrinkCenter;
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SizeFlagsVertical = SizeFlags.None;
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Texture = IoCManager.Resolve<IResourceCache>().GetTexture("/Textures/Mob/UI/Human/human0.png");
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}
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public void SetIcon(Texture texture)
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{
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Texture = texture;
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}
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}
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}
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}
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@@ -12,29 +12,16 @@ namespace Content.Client.UserInterface
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/// </summary>
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/// </summary>
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public sealed class StatusEffectsUI : Control
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public sealed class StatusEffectsUI : Control
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{
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{
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public VBoxContainer VBox => _vBox;
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private readonly VBoxContainer _vBox;
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private readonly VBoxContainer _vBox;
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private TextureRect _healthStatusRect;
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public StatusEffectsUI()
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public StatusEffectsUI()
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{
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{
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_vBox = new VBoxContainer {GrowHorizontal = GrowDirection.Begin};
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_vBox = new VBoxContainer {GrowHorizontal = GrowDirection.Begin};
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AddChild(_vBox);
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AddChild(_vBox);
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_vBox.AddChild(_healthStatusRect = new TextureRect
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{
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TextureScale = (2, 2),
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|
||||||
Texture = IoCManager.Resolve<IResourceCache>().GetTexture("/Textures/Mob/UI/Human/human0.png")
|
|
||||||
});
|
|
||||||
|
|
||||||
SetAnchorAndMarginPreset(LayoutPreset.TopRight);
|
SetAnchorAndMarginPreset(LayoutPreset.TopRight);
|
||||||
MarginTop = 250;
|
MarginTop = 250;
|
||||||
MarginRight = 10;
|
MarginRight = 10;
|
||||||
}
|
}
|
||||||
|
|
||||||
public void SetHealthIcon(Texture texture)
|
|
||||||
{
|
|
||||||
_healthStatusRect.Texture = texture;
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,5 +1,7 @@
|
|||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
using Content.Shared.GameObjects;
|
using Content.Shared.GameObjects;
|
||||||
|
using Content.Shared.GameObjects.Components.Mobs;
|
||||||
|
using Robust.Shared.Interfaces.GameObjects;
|
||||||
|
|
||||||
namespace Content.Server.GameObjects
|
namespace Content.Server.GameObjects
|
||||||
{
|
{
|
||||||
@@ -13,10 +15,9 @@ namespace Content.Server.GameObjects
|
|||||||
/// <summary>
|
/// <summary>
|
||||||
/// Changes the hud state when a threshold is reached
|
/// Changes the hud state when a threshold is reached
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="state"></param>
|
|
||||||
/// <param name="damage"></param>
|
/// <param name="damage"></param>
|
||||||
/// <returns></returns>
|
/// <returns></returns>
|
||||||
public abstract HudStateChange ChangeHudState(DamageableComponent damage);
|
public abstract void ChangeHudState(DamageableComponent damage);
|
||||||
|
|
||||||
//public abstract ResistanceSet resistanceset { get; }
|
//public abstract ResistanceSet resistanceset { get; }
|
||||||
|
|
||||||
|
|||||||
@@ -1,8 +1,13 @@
|
|||||||
using Content.Shared.GameObjects;
|
using Content.Shared.GameObjects;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using Content.Server.GameObjects.Components.Mobs;
|
||||||
|
using Content.Shared.GameObjects.Components.Mobs;
|
||||||
|
using JetBrains.Annotations;
|
||||||
|
using ScreenEffects = Content.Shared.GameObjects.Components.Mobs.ScreenEffects;
|
||||||
|
|
||||||
namespace Content.Server.GameObjects
|
namespace Content.Server.GameObjects
|
||||||
{
|
{
|
||||||
|
[UsedImplicitly]
|
||||||
public class Human : DamageTemplates
|
public class Human : DamageTemplates
|
||||||
{
|
{
|
||||||
int critvalue = 200;
|
int critvalue = 200;
|
||||||
@@ -30,9 +35,11 @@ namespace Content.Server.GameObjects
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public override HudStateChange ChangeHudState(DamageableComponent damage)
|
public override void ChangeHudState(DamageableComponent damage)
|
||||||
{
|
{
|
||||||
ThresholdType healthstate = CalculateDamageState(damage);
|
ThresholdType healthstate = CalculateDamageState(damage);
|
||||||
|
damage.Owner.TryGetComponent(out ServerStatusEffectsComponent statusEffectsComponent);
|
||||||
|
damage.Owner.TryGetComponent(out ServerOverlayEffectsComponent overlayComponent);
|
||||||
switch (healthstate)
|
switch (healthstate)
|
||||||
{
|
{
|
||||||
case ThresholdType.None:
|
case ThresholdType.None:
|
||||||
@@ -42,23 +49,26 @@ namespace Content.Server.GameObjects
|
|||||||
throw new System.InvalidOperationException(); //these should all be below the crit value, possibly going over multiple thresholds at once?
|
throw new System.InvalidOperationException(); //these should all be below the crit value, possibly going over multiple thresholds at once?
|
||||||
}
|
}
|
||||||
var modifier = totaldamage / (critvalue / normalstates); //integer division floors towards zero
|
var modifier = totaldamage / (critvalue / normalstates); //integer division floors towards zero
|
||||||
return new HudStateChange()
|
statusEffectsComponent?.ChangeStatus(StatusEffect.Health,
|
||||||
{
|
"/Textures/Mob/UI/Human/human" + modifier + ".png");
|
||||||
StateSprite = "Mob/UI/Human/human" + modifier.ToString() + ".png",
|
|
||||||
effect = ScreenEffects.None
|
overlayComponent?.ChangeOverlay(ScreenEffects.None);
|
||||||
};
|
|
||||||
|
return;
|
||||||
case ThresholdType.Critical:
|
case ThresholdType.Critical:
|
||||||
return new HudStateChange()
|
statusEffectsComponent?.ChangeStatus(
|
||||||
{
|
StatusEffect.Health,
|
||||||
StateSprite = "Mob/UI/Human/humancrit-0.png", //TODO: display as gif or alternate with -0 and -1 as frames
|
"/Textures/Mob/UI/Human/humancrit-0.png");
|
||||||
effect = ScreenEffects.GradientCircleMask
|
overlayComponent?.ChangeOverlay(ScreenEffects.GradientCircleMask);
|
||||||
};
|
|
||||||
|
return;
|
||||||
case ThresholdType.Death:
|
case ThresholdType.Death:
|
||||||
return new HudStateChange()
|
statusEffectsComponent?.ChangeStatus(
|
||||||
{
|
StatusEffect.Health,
|
||||||
StateSprite = "Mob/UI/Human/humandead.png",
|
"/Textures/Mob/UI/Human/humandead.png");
|
||||||
effect = ScreenEffects.CircleMask
|
overlayComponent?.ChangeOverlay(ScreenEffects.CircleMask);
|
||||||
};
|
|
||||||
|
return;
|
||||||
default:
|
default:
|
||||||
throw new System.InvalidOperationException();
|
throw new System.InvalidOperationException();
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -0,0 +1,27 @@
|
|||||||
|
using Content.Shared.GameObjects.Components.Mobs;
|
||||||
|
using Robust.Shared.GameObjects;
|
||||||
|
|
||||||
|
namespace Content.Server.GameObjects.Components.Mobs
|
||||||
|
{
|
||||||
|
[RegisterComponent]
|
||||||
|
[ComponentReference(typeof(SharedOverlayEffectsComponent))]
|
||||||
|
public sealed class ServerOverlayEffectsComponent : SharedOverlayEffectsComponent
|
||||||
|
{
|
||||||
|
private ScreenEffects _currentOverlay = ScreenEffects.None;
|
||||||
|
|
||||||
|
public override ComponentState GetComponentState()
|
||||||
|
{
|
||||||
|
return new OverlayEffectComponentState(_currentOverlay);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ChangeOverlay(ScreenEffects effect)
|
||||||
|
{
|
||||||
|
if (effect == _currentOverlay)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
_currentOverlay = effect;
|
||||||
|
Dirty();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -0,0 +1,40 @@
|
|||||||
|
using System.Collections.Generic;
|
||||||
|
using Content.Shared.GameObjects.Components.Mobs;
|
||||||
|
using Robust.Shared.GameObjects;
|
||||||
|
|
||||||
|
namespace Content.Server.GameObjects.Components.Mobs
|
||||||
|
{
|
||||||
|
[RegisterComponent]
|
||||||
|
[ComponentReference(typeof(SharedStatusEffectsComponent))]
|
||||||
|
public sealed class ServerStatusEffectsComponent : SharedStatusEffectsComponent
|
||||||
|
{
|
||||||
|
private readonly Dictionary<StatusEffect, string> _statusEffects = new Dictionary<StatusEffect, string>();
|
||||||
|
|
||||||
|
public override ComponentState GetComponentState()
|
||||||
|
{
|
||||||
|
return new StatusEffectComponentState(_statusEffects);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void ChangeStatus(StatusEffect effect, string icon)
|
||||||
|
{
|
||||||
|
if (_statusEffects.TryGetValue(effect, out string value) && value == icon)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
_statusEffects[effect] = icon;
|
||||||
|
Dirty();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void RemoveStatus(StatusEffect effect)
|
||||||
|
{
|
||||||
|
if (!_statusEffects.Remove(effect))
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
Dirty();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
}
|
||||||
@@ -1,5 +1,6 @@
|
|||||||
using System;
|
using System;
|
||||||
using System.Collections.Generic;
|
using System.Collections.Generic;
|
||||||
|
using Content.Server.GameObjects.Components.Mobs;
|
||||||
using Content.Server.GameObjects.EntitySystems;
|
using Content.Server.GameObjects.EntitySystems;
|
||||||
using Content.Server.Interfaces;
|
using Content.Server.Interfaces;
|
||||||
using Content.Shared.GameObjects.Components.Mobs;
|
using Content.Shared.GameObjects.Components.Mobs;
|
||||||
@@ -56,12 +57,26 @@ namespace Content.Server.GameObjects
|
|||||||
switch (message)
|
switch (message)
|
||||||
{
|
{
|
||||||
case PlayerAttachedMsg _:
|
case PlayerAttachedMsg _:
|
||||||
var hudstatechange = DamageTemplate.ChangeHudState(Owner.GetComponent<DamageableComponent>());
|
if (CanReceiveStatusEffect(Owner)) {
|
||||||
SendNetworkMessage(hudstatechange);
|
DamageableComponent damage = Owner.GetComponent<DamageableComponent>();
|
||||||
|
DamageTemplate.ChangeHudState(damage);
|
||||||
|
}
|
||||||
|
break;
|
||||||
|
case PlayerDetachedMsg _:
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public override void OnRemove()
|
||||||
|
{
|
||||||
|
base.OnRemove();
|
||||||
|
Owner.TryGetComponent(out ServerStatusEffectsComponent statusEffectsComponent);
|
||||||
|
statusEffectsComponent?.RemoveStatus(StatusEffect.Health);
|
||||||
|
|
||||||
|
Owner.TryGetComponent(out ServerOverlayEffectsComponent overlayEffectsComponent);
|
||||||
|
overlayEffectsComponent?.ChangeOverlay(ScreenEffects.None);
|
||||||
|
}
|
||||||
|
|
||||||
bool IActionBlocker.CanMove()
|
bool IActionBlocker.CanMove()
|
||||||
{
|
{
|
||||||
return CurrentDamageState.CanMove();
|
return CurrentDamageState.CanMove();
|
||||||
@@ -103,14 +118,28 @@ namespace Content.Server.GameObjects
|
|||||||
ChangeDamageState(DamageTemplate.CalculateDamageState(damage));
|
ChangeDamageState(DamageTemplate.CalculateDamageState(damage));
|
||||||
}
|
}
|
||||||
|
|
||||||
if (Owner.TryGetComponent(out BasicActorComponent actor)
|
//specifies if we have a client to update the hud for
|
||||||
) //specifies if we have a client to update the hud for
|
if (CanReceiveStatusEffect(Owner))
|
||||||
{
|
{
|
||||||
var hudstatechange = DamageTemplate.ChangeHudState(damage);
|
DamageTemplate.ChangeHudState(damage);
|
||||||
SendNetworkMessage(hudstatechange);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
private bool CanReceiveStatusEffect(IEntity user)
|
||||||
|
{
|
||||||
|
if (!user.HasComponent<ServerStatusEffectsComponent>() &&
|
||||||
|
!user.HasComponent<ServerOverlayEffectsComponent>())
|
||||||
|
{
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
if (user.HasComponent<DamageableComponent>())
|
||||||
|
{
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
private void ChangeDamageState(ThresholdType threshold)
|
private void ChangeDamageState(ThresholdType threshold)
|
||||||
{
|
{
|
||||||
if (threshold == currentstate)
|
if (threshold == currentstate)
|
||||||
|
|||||||
@@ -0,0 +1,34 @@
|
|||||||
|
using System;
|
||||||
|
using Robust.Shared.GameObjects;
|
||||||
|
using Robust.Shared.Serialization;
|
||||||
|
|
||||||
|
namespace Content.Shared.GameObjects.Components.Mobs
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Full screen overlays; Blindness, death, flash, alcohol etc.
|
||||||
|
/// </summary>
|
||||||
|
public abstract class SharedOverlayEffectsComponent : Component
|
||||||
|
{
|
||||||
|
public override string Name => "OverlayEffectsUI";
|
||||||
|
public sealed override uint? NetID => ContentNetIDs.OVERLAYEFFECTS;
|
||||||
|
public sealed override Type StateType => typeof(OverlayEffectComponentState);
|
||||||
|
}
|
||||||
|
|
||||||
|
public enum ScreenEffects
|
||||||
|
{
|
||||||
|
None,
|
||||||
|
CircleMask,
|
||||||
|
GradientCircleMask,
|
||||||
|
}
|
||||||
|
|
||||||
|
[Serializable, NetSerializable]
|
||||||
|
public class OverlayEffectComponentState : ComponentState
|
||||||
|
{
|
||||||
|
public ScreenEffects ScreenEffect;
|
||||||
|
|
||||||
|
public OverlayEffectComponentState(ScreenEffects screenEffect) : base(ContentNetIDs.OVERLAYEFFECTS)
|
||||||
|
{
|
||||||
|
ScreenEffect = screenEffect;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -8,8 +8,6 @@ namespace Content.Shared.GameObjects.Components.Mobs
|
|||||||
{
|
{
|
||||||
public sealed override string Name => "Species";
|
public sealed override string Name => "Species";
|
||||||
|
|
||||||
public sealed override uint? NetID => ContentNetIDs.SPECIES;
|
|
||||||
|
|
||||||
[Serializable, NetSerializable]
|
[Serializable, NetSerializable]
|
||||||
public enum MobVisuals
|
public enum MobVisuals
|
||||||
{
|
{
|
||||||
|
|||||||
@@ -0,0 +1,36 @@
|
|||||||
|
using System;
|
||||||
|
using System.Collections.Generic;
|
||||||
|
using Robust.Shared.GameObjects;
|
||||||
|
using Robust.Shared.Serialization;
|
||||||
|
|
||||||
|
namespace Content.Shared.GameObjects.Components.Mobs
|
||||||
|
{
|
||||||
|
/// <summary>
|
||||||
|
/// Handles the icons on the right side of the screen.
|
||||||
|
/// Should only be used for player-controlled entities
|
||||||
|
/// </summary>
|
||||||
|
public abstract class SharedStatusEffectsComponent : Component
|
||||||
|
{
|
||||||
|
public override string Name => "StatusEffectsUI";
|
||||||
|
public override uint? NetID => ContentNetIDs.STATUSEFFECTS;
|
||||||
|
public sealed override Type StateType => typeof(StatusEffectComponentState);
|
||||||
|
|
||||||
|
}
|
||||||
|
|
||||||
|
[Serializable, NetSerializable]
|
||||||
|
public class StatusEffectComponentState : ComponentState
|
||||||
|
{
|
||||||
|
public Dictionary<StatusEffect, string> StatusEffects;
|
||||||
|
|
||||||
|
public StatusEffectComponentState(Dictionary<StatusEffect, string> statusEffects) : base(ContentNetIDs.STATUSEFFECTS)
|
||||||
|
{
|
||||||
|
StatusEffects = statusEffects;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Each status effect is assumed to be unique
|
||||||
|
public enum StatusEffect
|
||||||
|
{
|
||||||
|
Health,
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -12,7 +12,6 @@
|
|||||||
public const uint INVENTORY = 1006;
|
public const uint INVENTORY = 1006;
|
||||||
public const uint POWER_DEBUG_TOOL = 1007;
|
public const uint POWER_DEBUG_TOOL = 1007;
|
||||||
public const uint CONSTRUCTOR = 1008;
|
public const uint CONSTRUCTOR = 1008;
|
||||||
public const uint SPECIES = 1009;
|
|
||||||
public const uint RANGED_WEAPON = 1010;
|
public const uint RANGED_WEAPON = 1010;
|
||||||
public const uint CAMERA_RECOIL = 1011;
|
public const uint CAMERA_RECOIL = 1011;
|
||||||
public const uint SOUND = 1012;
|
public const uint SOUND = 1012;
|
||||||
@@ -29,5 +28,7 @@
|
|||||||
public const uint RESEARCH_CONSOLE = 1023;
|
public const uint RESEARCH_CONSOLE = 1023;
|
||||||
public const uint WIRES = 1024;
|
public const uint WIRES = 1024;
|
||||||
public const uint COMBATMODE = 1025;
|
public const uint COMBATMODE = 1025;
|
||||||
|
public const uint STATUSEFFECTS = 1026;
|
||||||
|
public const uint OVERLAYEFFECTS = 1027;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,28 +0,0 @@
|
|||||||
using Robust.Shared.GameObjects;
|
|
||||||
using Robust.Shared.Serialization;
|
|
||||||
using System;
|
|
||||||
|
|
||||||
namespace Content.Shared.GameObjects
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// Sends updates to the standard species health hud with the sprite to change the hud to
|
|
||||||
/// </summary>
|
|
||||||
[Serializable, NetSerializable]
|
|
||||||
public class HudStateChange : ComponentMessage
|
|
||||||
{
|
|
||||||
public string StateSprite;
|
|
||||||
public ScreenEffects effect;
|
|
||||||
|
|
||||||
public HudStateChange()
|
|
||||||
{
|
|
||||||
Directed = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public enum ScreenEffects
|
|
||||||
{
|
|
||||||
None,
|
|
||||||
CircleMask,
|
|
||||||
GradientCircleMask,
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -52,6 +52,8 @@
|
|||||||
- type: Species
|
- type: Species
|
||||||
Template: Human
|
Template: Human
|
||||||
HeatResistance: 323
|
HeatResistance: 323
|
||||||
|
- type: StatusEffectsUI
|
||||||
|
- type: OverlayEffectsUI
|
||||||
- type: HeatResistance
|
- type: HeatResistance
|
||||||
- type: Damageable
|
- type: Damageable
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user