Add prediction for standing states and mob states (#1937)
This commit is contained in:
@@ -14,7 +14,7 @@ namespace Content.Client.GameObjects.Components.Body
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{
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[RegisterComponent]
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[ComponentReference(typeof(IDamageableComponent))]
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[ComponentReference(typeof(IBodyManagerComponent))]
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[ComponentReference(typeof(ISharedBodyManagerComponent))]
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public class BodyManagerComponent : SharedBodyManagerComponent, IClientDraggable
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{
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[Dependency] private readonly IEntityManager _entityManager = default!;
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@@ -0,0 +1,30 @@
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using Content.Client.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Client.GameObjects.Components.Mobs.State
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{
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public class CriticalState : SharedCriticalState
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{
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public override void EnterState(IEntity entity)
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{
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if (entity.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(DamageStateVisuals.State, DamageState.Critical);
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}
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EntitySystem.Get<StandingStateSystem>().Down(entity);
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}
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public override void ExitState(IEntity entity)
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{
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EntitySystem.Get<StandingStateSystem>().Standing(entity);
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}
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public override void UpdateState(IEntity entity) { }
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}
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}
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@@ -0,0 +1,41 @@
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using Content.Client.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Robust.Client.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Client.GameObjects.Components.Mobs.State
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{
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public class DeadState : SharedDeadState
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{
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public override void EnterState(IEntity entity)
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{
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if (entity.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(DamageStateVisuals.State, DamageState.Dead);
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}
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EntitySystem.Get<StandingStateSystem>().Down(entity);
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if (entity.TryGetComponent(out CollidableComponent collidable))
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{
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collidable.CanCollide = false;
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}
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}
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public override void ExitState(IEntity entity)
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{
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EntitySystem.Get<StandingStateSystem>().Standing(entity);
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if (entity.TryGetComponent(out CollidableComponent collidable))
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{
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collidable.CanCollide = true;
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}
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}
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public override void UpdateState(IEntity entity) { }
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}
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}
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@@ -0,0 +1,62 @@
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#nullable enable
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using System.Collections.Generic;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Robust.Shared.GameObjects;
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namespace Content.Client.GameObjects.Components.Mobs.State
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedMobStateManagerComponent))]
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public class MobStateManagerComponent : SharedMobStateManagerComponent
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{
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private readonly Dictionary<DamageState, IMobState> _behavior = new Dictionary<DamageState, IMobState>
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{
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{DamageState.Alive, new NormalState()},
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{DamageState.Critical, new CriticalState()},
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{DamageState.Dead, new DeadState()}
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};
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private DamageState _currentDamageState;
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protected override IReadOnlyDictionary<DamageState, IMobState> Behavior => _behavior;
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public override DamageState CurrentDamageState
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{
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get => _currentDamageState;
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protected set
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{
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if (_currentDamageState == value)
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{
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return;
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}
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if (_currentDamageState != DamageState.Invalid)
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{
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CurrentMobState.ExitState(Owner);
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}
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_currentDamageState = value;
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CurrentMobState = Behavior[CurrentDamageState];
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CurrentMobState.EnterState(Owner);
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Dirty();
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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 MobStateManagerComponentState state))
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{
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return;
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}
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_currentDamageState = state.DamageState;
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CurrentMobState.ExitState(Owner);
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CurrentMobState = Behavior[CurrentDamageState];
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CurrentMobState.EnterState(Owner);
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}
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}
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}
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@@ -0,0 +1,25 @@
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Mobs.State;
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using Robust.Client.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Client.GameObjects.Components.Mobs.State
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{
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public class NormalState : SharedNormalState
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{
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public override void EnterState(IEntity entity)
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{
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if (entity.TryGetComponent(out AppearanceComponent appearance))
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{
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appearance.SetData(DamageStateVisuals.State, DamageState.Alive);
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}
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UpdateState(entity);
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}
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public override void ExitState(IEntity entity) { }
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public override void UpdateState(IEntity entity) { }
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}
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}
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@@ -0,0 +1,50 @@
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using Content.Shared.Audio;
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using Content.Shared.GameObjects.Components.Rotation;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Client.GameObjects;
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using Robust.Client.GameObjects.EntitySystems;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Client.GameObjects.EntitySystems
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{
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public class StandingStateSystem : SharedStandingStateSystem
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{
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protected override bool OnDown(IEntity entity, bool playSound = true, bool dropItems = true, bool force = false)
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{
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if (!entity.TryGetComponent(out AppearanceComponent appearance))
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{
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return false;
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}
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var newState = RotationState.Horizontal;
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appearance.TryGetData<RotationState>(RotationVisuals.RotationState, out var oldState);
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if (newState != oldState)
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{
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appearance.SetData(RotationVisuals.RotationState, newState);
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}
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if (playSound)
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{
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var file = AudioHelpers.GetRandomFileFromSoundCollection("bodyfall");
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Get<AudioSystem>().Play(file, entity, AudioHelpers.WithVariation(0.25f));
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}
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return true;
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}
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protected override bool OnStand(IEntity entity)
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{
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if (!entity.TryGetComponent(out AppearanceComponent appearance)) return false;
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appearance.TryGetData<RotationState>(RotationVisuals.RotationState, out var oldState);
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var newState = RotationState.Vertical;
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if (newState == oldState) return false;
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appearance.SetData(RotationVisuals.RotationState, newState);
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return true;
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}
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}
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}
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@@ -156,7 +156,6 @@
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"Barotrauma",
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"GasSprayer",
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"GasVapor",
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"MobStateManager",
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"Metabolism",
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"AiFactionTag",
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"PressureProtection",
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@@ -21,7 +21,7 @@ namespace Content.Server.AI.WorldState.States.Mobs
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return result;
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}
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foreach (var entity in Visibility.GetEntitiesInRange(Owner.Transform.GridPosition, typeof(IBodyManagerComponent), controller.VisionRadius))
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foreach (var entity in Visibility.GetEntitiesInRange(Owner.Transform.GridPosition, typeof(ISharedBodyManagerComponent), controller.VisionRadius))
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{
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if (entity == Owner) continue;
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result.Add(entity);
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@@ -20,6 +20,7 @@ using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Movement;
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using Robust.Server.Interfaces.Player;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Reflection;
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using Robust.Shared.IoC;
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@@ -38,7 +39,7 @@ namespace Content.Server.GameObjects.Components.Body
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/// </summary>
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[RegisterComponent]
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[ComponentReference(typeof(IDamageableComponent))]
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[ComponentReference(typeof(IBodyManagerComponent))]
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[ComponentReference(typeof(ISharedBodyManagerComponent))]
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public class BodyManagerComponent : SharedBodyManagerComponent, IBodyPartContainer, IRelayMoveInput
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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@@ -289,14 +290,14 @@ namespace Content.Server.GameObjects.Components.Body
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if (speedSum <= 0.001f || _activeLegs.Count <= 0)
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{
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// Case: no way of moving. Fall down.
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StandingStateHelper.Down(Owner);
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EntitySystem.Get<StandingStateSystem>().Down(Owner);
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playerMover.BaseWalkSpeed = 0.8f;
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playerMover.BaseSprintSpeed = 2.0f;
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}
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else
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{
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// Case: have at least one leg. Set move speed.
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StandingStateHelper.Standing(Owner);
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EntitySystem.Get<StandingStateSystem>().Standing(Owner);
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// Extra legs stack diminishingly.
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// Final speed = speed sum/(leg count-log4(leg count))
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@@ -3,9 +3,10 @@ using System;
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using System.Diagnostics.CodeAnalysis;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.Components.Mobs.State;
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using Content.Server.GameObjects.Components.Strap;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces;
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using Content.Server.Mobs;
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using Content.Server.Utility;
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using Content.Shared.GameObjects.Components.Buckle;
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using Content.Shared.GameObjects.Components.Mobs;
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@@ -136,11 +137,11 @@ namespace Content.Server.GameObjects.Components.Buckle
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ownTransform.WorldRotation = strapTransform.WorldRotation;
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break;
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case StrapPosition.Stand:
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StandingStateHelper.Standing(Owner);
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EntitySystem.Get<StandingStateSystem>().Standing(Owner);
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ownTransform.WorldRotation = strapTransform.WorldRotation;
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break;
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case StrapPosition.Down:
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StandingStateHelper.Down(Owner, force: true);
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EntitySystem.Get<StandingStateSystem>().Down(Owner, force: true);
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ownTransform.WorldRotation = Angle.South;
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break;
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}
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@@ -364,11 +365,11 @@ namespace Content.Server.GameObjects.Components.Buckle
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if (Owner.TryGetComponent(out StunnableComponent? stunnable) && stunnable.KnockedDown)
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{
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StandingStateHelper.Down(Owner);
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EntitySystem.Get<StandingStateSystem>().Down(Owner);
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}
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else
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{
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StandingStateHelper.Standing(Owner);
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EntitySystem.Get<StandingStateSystem>().Standing(Owner);
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}
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if (Owner.TryGetComponent(out MobStateManagerComponent? stateManager))
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@@ -63,7 +63,7 @@ namespace Content.Server.GameObjects.Components.Disposal
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}
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return entity.HasComponent<ItemComponent>() ||
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entity.HasComponent<IBodyManagerComponent>();
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entity.HasComponent<ISharedBodyManagerComponent>();
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}
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public bool TryInsert(IEntity entity)
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@@ -143,7 +143,7 @@ namespace Content.Server.GameObjects.Components.Disposal
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}
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if (!entity.HasComponent<ItemComponent>() &&
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!entity.HasComponent<IBodyManagerComponent>())
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!entity.HasComponent<ISharedBodyManagerComponent>())
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{
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return false;
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}
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@@ -100,7 +100,7 @@ namespace Content.Server.GameObjects.Components.Doors
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// Disabled because it makes it suck hard to walk through double doors.
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if (entity.HasComponent<IBodyManagerComponent>())
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if (entity.HasComponent<ISharedBodyManagerComponent>())
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{
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if (!entity.TryGetComponent<IMoverComponent>(out var mover)) return;
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@@ -2,6 +2,7 @@
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using System;
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using System.Linq;
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using Content.Server.GameObjects.Components.Mobs;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces;
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using Content.Server.Mobs;
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using Content.Server.Utility;
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@@ -15,6 +16,7 @@ using Robust.Server.Interfaces.Player;
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using Robust.Server.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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@@ -323,7 +325,7 @@ namespace Content.Server.GameObjects.Components.Instruments
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}
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else
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{
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StandingStateHelper.DropAllItemsInHands(mob, false);
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EntitySystem.Get<StandingStateSystem>().DropAllItemsInHands(mob, false);
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}
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InstrumentPlayer = null;
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@@ -32,7 +32,7 @@ namespace Content.Server.GameObjects.Components.Medical
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return;
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}
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if (!eventArgs.Target.TryGetComponent(out IBodyManagerComponent body))
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if (!eventArgs.Target.TryGetComponent(out ISharedBodyManagerComponent body))
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{
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return;
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}
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@@ -1,513 +0,0 @@
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using System.Collections.Generic;
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using Content.Server.GameObjects.Components.Body;
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using Content.Server.GameObjects.Components.Damage;
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using Content.Server.Mobs;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Server.GameObjects;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Components;
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using Robust.Shared.Interfaces.GameObjects;
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namespace Content.Server.GameObjects.Components.Mobs
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{
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/// <summary>
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/// When attacked to an <see cref="IDamageableComponent"/>, this component will handle critical and death behaviors
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/// for mobs.
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/// Additionally, it handles sending effects to clients (such as blur effect for unconsciousness) and managing the
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/// health HUD.
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/// </summary>
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[RegisterComponent]
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internal class MobStateManagerComponent : Component, IOnHealthChangedBehavior, IActionBlocker
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{
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private readonly Dictionary<DamageState, IMobState> _behavior = new Dictionary<DamageState, IMobState>
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{
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{DamageState.Alive, new NormalState()},
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{DamageState.Critical, new CriticalState()},
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{DamageState.Dead, new DeadState()}
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};
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public override string Name => "MobStateManager";
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private DamageState _currentDamageState;
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public IMobState CurrentMobState { get; private set; } = new NormalState();
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bool IActionBlocker.CanInteract()
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{
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return CurrentMobState.CanInteract();
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}
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bool IActionBlocker.CanMove()
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{
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return CurrentMobState.CanMove();
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}
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bool IActionBlocker.CanUse()
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{
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return CurrentMobState.CanUse();
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}
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bool IActionBlocker.CanThrow()
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{
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return CurrentMobState.CanThrow();
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}
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bool IActionBlocker.CanSpeak()
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{
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return CurrentMobState.CanSpeak();
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}
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bool IActionBlocker.CanDrop()
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{
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return CurrentMobState.CanDrop();
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}
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bool IActionBlocker.CanPickup()
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{
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return CurrentMobState.CanPickup();
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}
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bool IActionBlocker.CanEmote()
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{
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return CurrentMobState.CanEmote();
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}
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bool IActionBlocker.CanAttack()
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{
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return CurrentMobState.CanAttack();
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}
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bool IActionBlocker.CanEquip()
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{
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return CurrentMobState.CanEquip();
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}
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bool IActionBlocker.CanUnequip()
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{
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return CurrentMobState.CanUnequip();
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}
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bool IActionBlocker.CanChangeDirection()
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{
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return CurrentMobState.CanChangeDirection();
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}
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public void OnHealthChanged(HealthChangedEventArgs e)
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{
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if (e.Damageable.CurrentDamageState != _currentDamageState)
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{
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_currentDamageState = e.Damageable.CurrentDamageState;
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CurrentMobState.ExitState(Owner);
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CurrentMobState = _behavior[_currentDamageState];
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CurrentMobState.EnterState(Owner);
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}
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CurrentMobState.UpdateState(Owner);
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}
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public override void Initialize()
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{
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base.Initialize();
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_currentDamageState = DamageState.Alive;
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CurrentMobState = _behavior[_currentDamageState];
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CurrentMobState.EnterState(Owner);
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CurrentMobState.UpdateState(Owner);
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}
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public override void OnRemove()
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{
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// TODO: Might want to add an OnRemove() to IMobState since those are where these components are being used
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base.OnRemove();
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|
||||
if (Owner.TryGetComponent(out ServerStatusEffectsComponent status))
|
||||
{
|
||||
status.RemoveStatusEffect(StatusEffect.Health);
|
||||
}
|
||||
|
||||
if (Owner.TryGetComponent(out ServerOverlayEffectsComponent overlay))
|
||||
{
|
||||
overlay.ClearOverlays();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Defines the blocking effects of an associated <see cref="DamageState"/>
|
||||
/// (i.e. Normal, Critical, Dead) and what effects to apply upon entering or
|
||||
/// exiting the state.
|
||||
/// </summary>
|
||||
public interface IMobState : IActionBlocker
|
||||
{
|
||||
/// <summary>
|
||||
/// Called when this state is entered.
|
||||
/// </summary>
|
||||
void EnterState(IEntity entity);
|
||||
|
||||
/// <summary>
|
||||
/// Called when this state is left for a different state.
|
||||
/// </summary>
|
||||
void ExitState(IEntity entity);
|
||||
|
||||
/// <summary>
|
||||
/// Called when this state is updated.
|
||||
/// </summary>
|
||||
void UpdateState(IEntity entity);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The standard state an entity is in; no negative effects.
|
||||
/// </summary>
|
||||
public struct NormalState : IMobState
|
||||
{
|
||||
public void EnterState(IEntity entity)
|
||||
{
|
||||
if (entity.TryGetComponent(out AppearanceComponent appearance))
|
||||
{
|
||||
appearance.SetData(DamageStateVisuals.State, DamageState.Alive);
|
||||
}
|
||||
|
||||
UpdateState(entity);
|
||||
}
|
||||
|
||||
public void ExitState(IEntity entity) { }
|
||||
|
||||
public void UpdateState(IEntity entity)
|
||||
{
|
||||
if (!entity.TryGetComponent(out ServerStatusEffectsComponent status))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!entity.TryGetComponent(out IDamageableComponent damageable))
|
||||
{
|
||||
status.ChangeStatusEffectIcon(StatusEffect.Health,
|
||||
"/Textures/Interface/StatusEffects/Human/human0.png");
|
||||
return;
|
||||
}
|
||||
|
||||
// TODO
|
||||
switch (damageable)
|
||||
{
|
||||
case RuinableComponent ruinable:
|
||||
{
|
||||
if (ruinable.DeadThreshold == null)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
var modifier = (int) (ruinable.TotalDamage / (ruinable.DeadThreshold / 7f));
|
||||
|
||||
status.ChangeStatusEffectIcon(StatusEffect.Health,
|
||||
"/Textures/Interface/StatusEffects/Human/human" + modifier + ".png");
|
||||
|
||||
break;
|
||||
}
|
||||
case BodyManagerComponent body:
|
||||
{
|
||||
if (body.CriticalThreshold == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var modifier = (int) (body.TotalDamage / (body.CriticalThreshold / 7f));
|
||||
|
||||
status.ChangeStatusEffectIcon(StatusEffect.Health,
|
||||
"/Textures/Interface/StatusEffects/Human/human" + modifier + ".png");
|
||||
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
status.ChangeStatusEffectIcon(StatusEffect.Health,
|
||||
"/Textures/Interface/StatusEffects/Human/human0.png");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanInteract()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanMove()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanUse()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanThrow()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanSpeak()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanDrop()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanPickup()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanEmote()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanAttack()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanEquip()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanUnequip()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanChangeDirection()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A state in which an entity is disabled from acting due to sufficient damage (considered unconscious).
|
||||
/// </summary>
|
||||
public struct CriticalState : IMobState
|
||||
{
|
||||
public void EnterState(IEntity entity)
|
||||
{
|
||||
if (entity.TryGetComponent(out AppearanceComponent appearance))
|
||||
{
|
||||
appearance.SetData(DamageStateVisuals.State, DamageState.Critical);
|
||||
}
|
||||
|
||||
if (entity.TryGetComponent(out ServerStatusEffectsComponent status))
|
||||
{
|
||||
status.ChangeStatusEffectIcon(StatusEffect.Health,
|
||||
"/Textures/Interface/StatusEffects/Human/humancrit-0.png"); //Todo: combine humancrit-0 and humancrit-1 into a gif and display it
|
||||
}
|
||||
|
||||
if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
|
||||
{
|
||||
overlay.AddOverlay(SharedOverlayID.GradientCircleMaskOverlay);
|
||||
}
|
||||
|
||||
if (entity.TryGetComponent(out StunnableComponent stun))
|
||||
{
|
||||
stun.CancelAll();
|
||||
}
|
||||
|
||||
StandingStateHelper.Down(entity);
|
||||
}
|
||||
|
||||
public void ExitState(IEntity entity)
|
||||
{
|
||||
StandingStateHelper.Standing(entity);
|
||||
|
||||
if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
|
||||
{
|
||||
overlay.ClearOverlays();
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateState(IEntity entity)
|
||||
{
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanInteract()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanMove()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanUse()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanThrow()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanSpeak()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanDrop()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanPickup()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanEmote()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanAttack()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanEquip()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanUnequip()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanChangeDirection()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The state representing a dead entity; allows for ghosting.
|
||||
/// </summary>
|
||||
public struct DeadState : IMobState
|
||||
{
|
||||
public void EnterState(IEntity entity)
|
||||
{
|
||||
if (entity.TryGetComponent(out AppearanceComponent appearance))
|
||||
{
|
||||
appearance.SetData(DamageStateVisuals.State, DamageState.Dead);
|
||||
}
|
||||
|
||||
if (entity.TryGetComponent(out ServerStatusEffectsComponent status))
|
||||
{
|
||||
status.ChangeStatusEffectIcon(StatusEffect.Health,
|
||||
"/Textures/Interface/StatusEffects/Human/humandead.png");
|
||||
}
|
||||
|
||||
if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlayComponent))
|
||||
{
|
||||
overlayComponent.AddOverlay(SharedOverlayID.CircleMaskOverlay);
|
||||
}
|
||||
|
||||
if (entity.TryGetComponent(out StunnableComponent stun))
|
||||
{
|
||||
stun.CancelAll();
|
||||
}
|
||||
|
||||
StandingStateHelper.Down(entity);
|
||||
|
||||
if (entity.TryGetComponent(out CollidableComponent collidable))
|
||||
{
|
||||
collidable.CanCollide = false;
|
||||
}
|
||||
}
|
||||
|
||||
public void ExitState(IEntity entity)
|
||||
{
|
||||
StandingStateHelper.Standing(entity);
|
||||
|
||||
if (entity.TryGetComponent(out CollidableComponent collidable))
|
||||
{
|
||||
collidable.CanCollide = true;
|
||||
}
|
||||
|
||||
if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
|
||||
{
|
||||
overlay.ClearOverlays();
|
||||
}
|
||||
}
|
||||
|
||||
public void UpdateState(IEntity entity)
|
||||
{
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanInteract()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanMove()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanUse()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanThrow()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanSpeak()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanDrop()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanPickup()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanEmote()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanAttack()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanEquip()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanUnequip()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanChangeDirection()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,51 @@
|
||||
using Content.Server.GameObjects.EntitySystems;
|
||||
using Content.Shared.GameObjects.Components.Damage;
|
||||
using Content.Shared.GameObjects.Components.Mobs;
|
||||
using Content.Shared.GameObjects.Components.Mobs.State;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Mobs.State
|
||||
{
|
||||
public class CriticalState : SharedCriticalState
|
||||
{
|
||||
public override void EnterState(IEntity entity)
|
||||
{
|
||||
if (entity.TryGetComponent(out AppearanceComponent appearance))
|
||||
{
|
||||
appearance.SetData(DamageStateVisuals.State, DamageState.Critical);
|
||||
}
|
||||
|
||||
if (entity.TryGetComponent(out ServerStatusEffectsComponent status))
|
||||
{
|
||||
status.ChangeStatusEffectIcon(StatusEffect.Health,
|
||||
"/Textures/Interface/StatusEffects/Human/humancrit-0.png"); //Todo: combine humancrit-0 and humancrit-1 into a gif and display it
|
||||
}
|
||||
|
||||
if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
|
||||
{
|
||||
overlay.AddOverlay(SharedOverlayID.GradientCircleMaskOverlay);
|
||||
}
|
||||
|
||||
if (entity.TryGetComponent(out StunnableComponent stun))
|
||||
{
|
||||
stun.CancelAll();
|
||||
}
|
||||
|
||||
EntitySystem.Get<StandingStateSystem>().Down(entity);
|
||||
}
|
||||
|
||||
public override void ExitState(IEntity entity)
|
||||
{
|
||||
EntitySystem.Get<StandingStateSystem>().Standing(entity);
|
||||
|
||||
if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
|
||||
{
|
||||
overlay.ClearOverlays();
|
||||
}
|
||||
}
|
||||
|
||||
public override void UpdateState(IEntity entity) { }
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,62 @@
|
||||
using Content.Server.GameObjects.EntitySystems;
|
||||
using Content.Shared.GameObjects.Components.Damage;
|
||||
using Content.Shared.GameObjects.Components.Mobs;
|
||||
using Content.Shared.GameObjects.Components.Mobs.State;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.GameObjects.Components;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Mobs.State
|
||||
{
|
||||
public class DeadState : SharedDeadState
|
||||
{
|
||||
public override void EnterState(IEntity entity)
|
||||
{
|
||||
if (entity.TryGetComponent(out AppearanceComponent appearance))
|
||||
{
|
||||
appearance.SetData(DamageStateVisuals.State, DamageState.Dead);
|
||||
}
|
||||
|
||||
if (entity.TryGetComponent(out ServerStatusEffectsComponent status))
|
||||
{
|
||||
status.ChangeStatusEffectIcon(StatusEffect.Health,
|
||||
"/Textures/Interface/StatusEffects/Human/humandead.png");
|
||||
}
|
||||
|
||||
if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlayComponent))
|
||||
{
|
||||
overlayComponent.AddOverlay(SharedOverlayID.CircleMaskOverlay);
|
||||
}
|
||||
|
||||
if (entity.TryGetComponent(out StunnableComponent stun))
|
||||
{
|
||||
stun.CancelAll();
|
||||
}
|
||||
|
||||
EntitySystem.Get<StandingStateSystem>().Down(entity);
|
||||
|
||||
if (entity.TryGetComponent(out CollidableComponent collidable))
|
||||
{
|
||||
collidable.CanCollide = false;
|
||||
}
|
||||
}
|
||||
|
||||
public override void ExitState(IEntity entity)
|
||||
{
|
||||
EntitySystem.Get<StandingStateSystem>().Standing(entity);
|
||||
|
||||
if (entity.TryGetComponent(out CollidableComponent collidable))
|
||||
{
|
||||
collidable.CanCollide = true;
|
||||
}
|
||||
|
||||
if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
|
||||
{
|
||||
overlay.ClearOverlays();
|
||||
}
|
||||
}
|
||||
|
||||
public override void UpdateState(IEntity entity) { }
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,70 @@
|
||||
using System.Collections.Generic;
|
||||
using Content.Shared.GameObjects.Components.Damage;
|
||||
using Content.Shared.GameObjects.Components.Mobs;
|
||||
using Content.Shared.GameObjects.Components.Mobs.State;
|
||||
using Robust.Shared.GameObjects;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Mobs.State
|
||||
{
|
||||
[RegisterComponent]
|
||||
[ComponentReference(typeof(SharedMobStateManagerComponent))]
|
||||
public class MobStateManagerComponent : SharedMobStateManagerComponent
|
||||
{
|
||||
private readonly Dictionary<DamageState, IMobState> _behavior = new Dictionary<DamageState, IMobState>
|
||||
{
|
||||
{DamageState.Alive, new NormalState()},
|
||||
{DamageState.Critical, new CriticalState()},
|
||||
{DamageState.Dead, new DeadState()}
|
||||
};
|
||||
|
||||
private DamageState _currentDamageState;
|
||||
|
||||
protected override IReadOnlyDictionary<DamageState, IMobState> Behavior => _behavior;
|
||||
|
||||
public override IMobState CurrentMobState { get; protected set; }
|
||||
|
||||
public override DamageState CurrentDamageState
|
||||
{
|
||||
get => _currentDamageState;
|
||||
protected set
|
||||
{
|
||||
if (_currentDamageState == value)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (_currentDamageState != DamageState.Invalid)
|
||||
{
|
||||
CurrentMobState.ExitState(Owner);
|
||||
}
|
||||
|
||||
_currentDamageState = value;
|
||||
CurrentMobState = Behavior[CurrentDamageState];
|
||||
CurrentMobState.EnterState(Owner);
|
||||
|
||||
Dirty();
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnRemove()
|
||||
{
|
||||
// TODO: Might want to add an OnRemove() to IMobState since those are where these components are being used
|
||||
base.OnRemove();
|
||||
|
||||
if (Owner.TryGetComponent(out ServerStatusEffectsComponent status))
|
||||
{
|
||||
status.RemoveStatusEffect(StatusEffect.Health);
|
||||
}
|
||||
|
||||
if (Owner.TryGetComponent(out ServerOverlayEffectsComponent overlay))
|
||||
{
|
||||
overlay.ClearOverlays();
|
||||
}
|
||||
}
|
||||
|
||||
public override ComponentState GetComponentState()
|
||||
{
|
||||
return new MobStateManagerComponentState(CurrentDamageState);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,79 @@
|
||||
using Content.Server.GameObjects.Components.Body;
|
||||
using Content.Server.GameObjects.Components.Damage;
|
||||
using Content.Shared.GameObjects.Components.Damage;
|
||||
using Content.Shared.GameObjects.Components.Mobs;
|
||||
using Content.Shared.GameObjects.Components.Mobs.State;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
|
||||
namespace Content.Server.GameObjects.Components.Mobs.State
|
||||
{
|
||||
public class NormalState : SharedNormalState
|
||||
{
|
||||
public override void EnterState(IEntity entity)
|
||||
{
|
||||
if (entity.TryGetComponent(out AppearanceComponent appearance))
|
||||
{
|
||||
appearance.SetData(DamageStateVisuals.State, DamageState.Alive);
|
||||
}
|
||||
|
||||
UpdateState(entity);
|
||||
}
|
||||
|
||||
public override void ExitState(IEntity entity) { }
|
||||
|
||||
public override void UpdateState(IEntity entity)
|
||||
{
|
||||
if (!entity.TryGetComponent(out ServerStatusEffectsComponent status))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!entity.TryGetComponent(out IDamageableComponent damageable))
|
||||
{
|
||||
status.ChangeStatusEffectIcon(StatusEffect.Health,
|
||||
"/Textures/Interface/StatusEffects/Human/human0.png");
|
||||
return;
|
||||
}
|
||||
|
||||
// TODO
|
||||
switch (damageable)
|
||||
{
|
||||
case RuinableComponent ruinable:
|
||||
{
|
||||
if (ruinable.DeadThreshold == null)
|
||||
{
|
||||
break;
|
||||
}
|
||||
|
||||
var modifier = (int) (ruinable.TotalDamage / (ruinable.DeadThreshold / 7f));
|
||||
|
||||
status.ChangeStatusEffectIcon(StatusEffect.Health,
|
||||
"/Textures/Interface/StatusEffects/Human/human" + modifier + ".png");
|
||||
|
||||
break;
|
||||
}
|
||||
case BodyManagerComponent body:
|
||||
{
|
||||
if (body.CriticalThreshold == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var modifier = (int) (body.TotalDamage / (body.CriticalThreshold / 7f));
|
||||
|
||||
status.ChangeStatusEffectIcon(StatusEffect.Health,
|
||||
"/Textures/Interface/StatusEffects/Human/human" + modifier + ".png");
|
||||
|
||||
break;
|
||||
}
|
||||
default:
|
||||
{
|
||||
status.ChangeStatusEffectIcon(StatusEffect.Health,
|
||||
"/Textures/Interface/StatusEffects/Human/human0.png");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,7 +1,8 @@
|
||||
using Content.Server.Mobs;
|
||||
using Content.Server.GameObjects.EntitySystems;
|
||||
using Content.Shared.GameObjects.Components.Mobs;
|
||||
using Content.Shared.GameObjects.Components.Movement;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.Timing;
|
||||
using Robust.Shared.IoC;
|
||||
using Robust.Shared.Timers;
|
||||
@@ -16,7 +17,7 @@ namespace Content.Server.GameObjects.Components.Mobs
|
||||
|
||||
protected override void OnKnockdown()
|
||||
{
|
||||
StandingStateHelper.Down(Owner);
|
||||
EntitySystem.Get<StandingStateSystem>().Down(Owner);
|
||||
}
|
||||
|
||||
public void CancelAll()
|
||||
@@ -33,7 +34,7 @@ namespace Content.Server.GameObjects.Components.Mobs
|
||||
|
||||
if (KnockedDown)
|
||||
{
|
||||
StandingStateHelper.Standing(Owner);
|
||||
EntitySystem.Get<StandingStateSystem>().Standing(Owner);
|
||||
}
|
||||
|
||||
KnockdownTimer = 0f;
|
||||
@@ -58,7 +59,7 @@ namespace Content.Server.GameObjects.Components.Mobs
|
||||
|
||||
if (KnockdownTimer <= 0f)
|
||||
{
|
||||
StandingStateHelper.Standing(Owner);
|
||||
EntitySystem.Get<StandingStateSystem>().Standing(Owner);
|
||||
|
||||
KnockdownTimer = 0f;
|
||||
Dirty();
|
||||
|
||||
@@ -69,7 +69,7 @@ namespace Content.Server.GameObjects.Components.Recycling
|
||||
|
||||
private bool CanGib(IEntity entity)
|
||||
{
|
||||
return entity.HasComponent<IBodyManagerComponent>() && !_safe && Powered;
|
||||
return entity.HasComponent<ISharedBodyManagerComponent>() && !_safe && Powered;
|
||||
}
|
||||
|
||||
private bool CanRecycle(IEntity entity, [MaybeNullWhen(false)] out ConstructionPrototype prototype)
|
||||
|
||||
@@ -0,0 +1,65 @@
|
||||
using Content.Server.Interfaces.GameObjects.Components.Items;
|
||||
using Content.Shared.Audio;
|
||||
using Content.Shared.GameObjects.Components.Rotation;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using JetBrains.Annotations;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Server.GameObjects.EntitySystems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
|
||||
namespace Content.Server.GameObjects.EntitySystems
|
||||
{
|
||||
[UsedImplicitly]
|
||||
public class StandingStateSystem : SharedStandingStateSystem
|
||||
{
|
||||
protected override bool OnDown(IEntity entity, bool playSound = true, bool dropItems = true, bool force = false)
|
||||
{
|
||||
if (!entity.TryGetComponent(out AppearanceComponent appearance))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var newState = RotationState.Horizontal;
|
||||
appearance.TryGetData<RotationState>(RotationVisuals.RotationState, out var oldState);
|
||||
|
||||
if (newState != oldState)
|
||||
{
|
||||
appearance.SetData(RotationVisuals.RotationState, newState);
|
||||
}
|
||||
|
||||
if (playSound)
|
||||
{
|
||||
var file = AudioHelpers.GetRandomFileFromSoundCollection("bodyfall");
|
||||
Get<AudioSystem>().PlayFromEntity(file, entity, AudioHelpers.WithVariation(0.25f));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
protected override bool OnStand(IEntity entity)
|
||||
{
|
||||
if (!entity.TryGetComponent(out AppearanceComponent appearance)) return false;
|
||||
|
||||
appearance.TryGetData<RotationState>(RotationVisuals.RotationState, out var oldState);
|
||||
var newState = RotationState.Vertical;
|
||||
|
||||
if (newState == oldState) return false;
|
||||
|
||||
appearance.SetData(RotationVisuals.RotationState, newState);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public override void DropAllItemsInHands(IEntity entity, bool doMobChecks = true)
|
||||
{
|
||||
base.DropAllItemsInHands(entity, doMobChecks);
|
||||
|
||||
if (!entity.TryGetComponent(out IHandsComponent hands)) return;
|
||||
|
||||
foreach (var heldItem in hands.GetAllHeldItems())
|
||||
{
|
||||
hands.Drop(heldItem.Owner, doMobChecks);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -34,7 +34,7 @@ namespace Content.Server.GameObjects.EntitySystems.StationEvents
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
_speciesQuery = new TypeEntityQuery(typeof(IBodyManagerComponent));
|
||||
_speciesQuery = new TypeEntityQuery(typeof(ISharedBodyManagerComponent));
|
||||
}
|
||||
|
||||
public override void Update(float frameTime)
|
||||
|
||||
@@ -1,84 +0,0 @@
|
||||
using Content.Server.Interfaces.GameObjects.Components.Items;
|
||||
using Content.Shared.Audio;
|
||||
using Content.Shared.GameObjects.Components.Rotation;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Robust.Server.GameObjects;
|
||||
using Robust.Server.GameObjects.EntitySystems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
using Robust.Shared.IoC;
|
||||
|
||||
namespace Content.Server.Mobs
|
||||
{
|
||||
public static class StandingStateHelper
|
||||
{
|
||||
/// <summary>
|
||||
/// Set's the mob standing state to down.
|
||||
/// </summary>
|
||||
/// <param name="entity">The mob in question</param>
|
||||
/// <param name="playSound">Whether to play a sound when falling down or not</param>
|
||||
/// <param name="dropItems">Whether to make the mob drop all the items on his hands</param>
|
||||
/// <param name="force">Whether or not to check if the entity can fall.</param>
|
||||
/// <returns>False if the mob was already downed or couldn't set the state</returns>
|
||||
public static bool Down(IEntity entity, bool playSound = true, bool dropItems = true, bool force = false)
|
||||
{
|
||||
if (dropItems)
|
||||
{
|
||||
DropAllItemsInHands(entity, false);
|
||||
}
|
||||
|
||||
if (!force && !EffectBlockerSystem.CanFall(entity))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!entity.TryGetComponent(out AppearanceComponent appearance))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var newState = RotationState.Horizontal;
|
||||
appearance.TryGetData<RotationState>(RotationVisuals.RotationState, out var oldState);
|
||||
|
||||
if (newState != oldState)
|
||||
{
|
||||
appearance.SetData(RotationVisuals.RotationState, newState);
|
||||
}
|
||||
|
||||
if (playSound)
|
||||
{
|
||||
IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<AudioSystem>()
|
||||
.PlayFromEntity(AudioHelpers.GetRandomFileFromSoundCollection("bodyfall"), entity, AudioHelpers.WithVariation(0.25f));
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the mob's standing state to standing.
|
||||
/// </summary>
|
||||
/// <param name="entity">The mob in question.</param>
|
||||
/// <returns>False if the mob was already standing or couldn't set the state</returns>
|
||||
public static bool Standing(IEntity entity)
|
||||
{
|
||||
if (!entity.TryGetComponent(out AppearanceComponent appearance)) return false;
|
||||
appearance.TryGetData<RotationState>(RotationVisuals.RotationState, out var oldState);
|
||||
var newState = RotationState.Vertical;
|
||||
if (newState == oldState)
|
||||
return false;
|
||||
|
||||
appearance.SetData(RotationVisuals.RotationState, newState);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
public static void DropAllItemsInHands(IEntity entity, bool doMobChecks = true)
|
||||
{
|
||||
if (!entity.TryGetComponent(out IHandsComponent hands)) return;
|
||||
|
||||
foreach (var heldItem in hands.GetAllHeldItems())
|
||||
{
|
||||
hands.Drop(heldItem.Owner, doMobChecks);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,9 +1,8 @@
|
||||
using Content.Shared.GameObjects.Components.Damage;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Body
|
||||
{
|
||||
public interface IBodyManagerComponent : IDamageableComponent
|
||||
public interface ISharedBodyManagerComponent : IDamageableComponent
|
||||
{
|
||||
}
|
||||
}
|
||||
@@ -5,7 +5,7 @@ using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Body
|
||||
{
|
||||
public abstract class SharedBodyManagerComponent : DamageableComponent, IBodyManagerComponent
|
||||
public abstract class SharedBodyManagerComponent : DamageableComponent, ISharedBodyManagerComponent
|
||||
{
|
||||
public override string Name => "BodyManager";
|
||||
|
||||
|
||||
@@ -16,6 +16,7 @@ namespace Content.Shared.GameObjects.Components.Damage
|
||||
[Serializable, NetSerializable]
|
||||
public enum DamageState
|
||||
{
|
||||
Invalid = 0,
|
||||
Alive,
|
||||
Critical,
|
||||
Dead
|
||||
|
||||
@@ -143,8 +143,8 @@ namespace Content.Shared.GameObjects.Components.Damage
|
||||
_ => throw new ArgumentOutOfRangeException()
|
||||
};
|
||||
|
||||
ChangeDamage(DamageType.Piercing, damage, false, null);
|
||||
ChangeDamage(DamageType.Heat, damage, false, null);
|
||||
ChangeDamage(DamageType.Piercing, damage, false);
|
||||
ChangeDamage(DamageType.Heat, damage, false);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,29 @@
|
||||
using Content.Shared.GameObjects.Components.Damage;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Mobs.State
|
||||
{
|
||||
/// <summary>
|
||||
/// Defines the blocking effects of an associated <see cref="DamageState"/>
|
||||
/// (i.e. Normal, Critical, Dead) and what effects to apply upon entering or
|
||||
/// exiting the state.
|
||||
/// </summary>
|
||||
public interface IMobState : IActionBlocker
|
||||
{
|
||||
/// <summary>
|
||||
/// Called when this state is entered.
|
||||
/// </summary>
|
||||
void EnterState(IEntity entity);
|
||||
|
||||
/// <summary>
|
||||
/// Called when this state is left for a different state.
|
||||
/// </summary>
|
||||
void ExitState(IEntity entity);
|
||||
|
||||
/// <summary>
|
||||
/// Called when this state is updated.
|
||||
/// </summary>
|
||||
void UpdateState(IEntity entity);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,76 @@
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Mobs.State
|
||||
{
|
||||
/// <summary>
|
||||
/// A state in which an entity is disabled from acting due to sufficient damage (considered unconscious).
|
||||
/// </summary>
|
||||
public abstract class SharedCriticalState : IMobState
|
||||
{
|
||||
public abstract void EnterState(IEntity entity);
|
||||
|
||||
public abstract void ExitState(IEntity entity);
|
||||
|
||||
public abstract void UpdateState(IEntity entity);
|
||||
|
||||
public bool CanInteract()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool CanMove()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool CanUse()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool CanThrow()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool CanSpeak()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool CanDrop()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool CanPickup()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool CanEmote()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool CanAttack()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool CanEquip()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool CanUnequip()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool CanChangeDirection()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,73 @@
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Mobs.State
|
||||
{
|
||||
public abstract class SharedDeadState : IMobState
|
||||
{
|
||||
public abstract void EnterState(IEntity entity);
|
||||
|
||||
public abstract void ExitState(IEntity entity);
|
||||
|
||||
public abstract void UpdateState(IEntity entity);
|
||||
|
||||
public bool CanInteract()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool CanMove()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool CanUse()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool CanThrow()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool CanSpeak()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool CanDrop()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool CanPickup()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool CanEmote()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool CanAttack()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool CanEquip()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool CanUnequip()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool CanChangeDirection()
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,128 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Content.Shared.GameObjects.Components.Damage;
|
||||
using Content.Shared.GameObjects.EntitySystems;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Mobs.State
|
||||
{
|
||||
/// <summary>
|
||||
/// When attacked to an <see cref="IDamageableComponent"/>, this component will
|
||||
/// handle critical and death behaviors for mobs.
|
||||
/// Additionally, it handles sending effects to clients
|
||||
/// (such as blur effect for unconsciousness) and managing the health HUD.
|
||||
/// </summary>
|
||||
public abstract class SharedMobStateManagerComponent : Component, IOnHealthChangedBehavior, IActionBlocker
|
||||
{
|
||||
public override string Name => "MobStateManager";
|
||||
|
||||
public override uint? NetID => ContentNetIDs.MOB_STATE_MANAGER;
|
||||
|
||||
protected abstract IReadOnlyDictionary<DamageState, IMobState> Behavior { get; }
|
||||
|
||||
public virtual IMobState CurrentMobState { get; protected set; }
|
||||
|
||||
public virtual DamageState CurrentDamageState { get; protected set; }
|
||||
|
||||
public override void OnAdd()
|
||||
{
|
||||
base.OnAdd();
|
||||
|
||||
CurrentDamageState = DamageState.Alive;
|
||||
}
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
|
||||
CurrentMobState = Behavior[CurrentDamageState];
|
||||
CurrentMobState.EnterState(Owner);
|
||||
CurrentMobState.UpdateState(Owner);
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanInteract()
|
||||
{
|
||||
return CurrentMobState.CanInteract();
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanMove()
|
||||
{
|
||||
return CurrentMobState.CanMove();
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanUse()
|
||||
{
|
||||
return CurrentMobState.CanUse();
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanThrow()
|
||||
{
|
||||
return CurrentMobState.CanThrow();
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanSpeak()
|
||||
{
|
||||
return CurrentMobState.CanSpeak();
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanDrop()
|
||||
{
|
||||
return CurrentMobState.CanDrop();
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanPickup()
|
||||
{
|
||||
return CurrentMobState.CanPickup();
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanEmote()
|
||||
{
|
||||
return CurrentMobState.CanEmote();
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanAttack()
|
||||
{
|
||||
return CurrentMobState.CanAttack();
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanEquip()
|
||||
{
|
||||
return CurrentMobState.CanEquip();
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanUnequip()
|
||||
{
|
||||
return CurrentMobState.CanUnequip();
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanChangeDirection()
|
||||
{
|
||||
return CurrentMobState.CanChangeDirection();
|
||||
}
|
||||
|
||||
public void OnHealthChanged(HealthChangedEventArgs e)
|
||||
{
|
||||
if (e.Damageable.CurrentDamageState != CurrentDamageState)
|
||||
{
|
||||
CurrentDamageState = e.Damageable.CurrentDamageState;
|
||||
CurrentMobState.ExitState(Owner);
|
||||
CurrentMobState = Behavior[CurrentDamageState];
|
||||
CurrentMobState.EnterState(Owner);
|
||||
}
|
||||
|
||||
CurrentMobState.UpdateState(Owner);
|
||||
}
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
public class MobStateManagerComponentState : ComponentState
|
||||
{
|
||||
public readonly DamageState DamageState;
|
||||
|
||||
public MobStateManagerComponentState(DamageState damageState) : base(ContentNetIDs.MOB_STATE_MANAGER)
|
||||
{
|
||||
DamageState = damageState;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,76 @@
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Mobs.State
|
||||
{
|
||||
/// <summary>
|
||||
/// The standard state an entity is in; no negative effects.
|
||||
/// </summary>
|
||||
public abstract class SharedNormalState : IMobState
|
||||
{
|
||||
public abstract void EnterState(IEntity entity);
|
||||
|
||||
public abstract void ExitState(IEntity entity);
|
||||
|
||||
public abstract void UpdateState(IEntity entity);
|
||||
|
||||
public bool CanInteract()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool CanMove()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool CanUse()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool CanThrow()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool CanSpeak()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool CanDrop()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool CanPickup()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool CanEmote()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool CanAttack()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool CanEquip()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool CanUnequip()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool CanChangeDirection()
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -270,7 +270,7 @@ namespace Content.Shared.GameObjects.Components.Movement
|
||||
bool ICollideSpecial.PreventCollide(IPhysBody collidedWith)
|
||||
{
|
||||
// Don't collide with other mobs
|
||||
return collidedWith.Entity.HasComponent<IBodyManagerComponent>();
|
||||
return collidedWith.Entity.HasComponent<ISharedBodyManagerComponent>();
|
||||
}
|
||||
|
||||
[Serializable, NetSerializable]
|
||||
|
||||
@@ -1,5 +1,4 @@
|
||||
using System;
|
||||
using Robust.Shared.GameObjects;
|
||||
using Robust.Shared.Serialization;
|
||||
|
||||
namespace Content.Shared.GameObjects.Components.Rotation
|
||||
@@ -72,6 +72,8 @@
|
||||
public const uint HANDCUFFS = 1066;
|
||||
public const uint BATTERY_BARREL = 1067;
|
||||
public const uint SUSPICION_ROLE = 1068;
|
||||
public const uint ROTATION = 1069;
|
||||
public const uint MOB_STATE_MANAGER = 1070;
|
||||
|
||||
// Net IDs for integration tests.
|
||||
public const uint PREDICTION_TEST = 10001;
|
||||
|
||||
@@ -0,0 +1,50 @@
|
||||
using Robust.Shared.GameObjects.Systems;
|
||||
using Robust.Shared.Interfaces.GameObjects;
|
||||
|
||||
namespace Content.Shared.GameObjects.EntitySystems
|
||||
{
|
||||
public abstract class SharedStandingStateSystem : EntitySystem
|
||||
{
|
||||
protected abstract bool OnDown(IEntity entity, bool playSound = true, bool dropItems = true,
|
||||
bool force = false);
|
||||
|
||||
protected abstract bool OnStand(IEntity entity);
|
||||
|
||||
/// <summary>
|
||||
/// Set's the mob standing state to down.
|
||||
/// </summary>
|
||||
/// <param name="entity">The mob in question</param>
|
||||
/// <param name="playSound">Whether to play a sound when falling down or not</param>
|
||||
/// <param name="dropItems">Whether to make the mob drop all the items on his hands</param>
|
||||
/// <param name="force">Whether or not to check if the entity can fall.</param>
|
||||
/// <returns>False if the mob was already downed or couldn't set the state</returns>
|
||||
public bool Down(IEntity entity, bool playSound = true, bool dropItems = true, bool force = false)
|
||||
{
|
||||
if (dropItems)
|
||||
{
|
||||
DropAllItemsInHands(entity, false);
|
||||
}
|
||||
|
||||
if (!force && !EffectBlockerSystem.CanFall(entity))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return OnDown(entity, playSound, dropItems, force);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the mob's standing state to standing.
|
||||
/// </summary>
|
||||
/// <param name="entity">The mob in question.</param>
|
||||
/// <returns>False if the mob was already standing or couldn't set the state</returns>
|
||||
public bool Standing(IEntity entity)
|
||||
{
|
||||
return OnStand(entity);
|
||||
}
|
||||
|
||||
public virtual void DropAllItemsInHands(IEntity entity, bool doMobChecks = true)
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user