Species Component (#130)

* Fix this
fug
oksure
Creates the initial species component, damage states, and threshold templates and hooks them into the damageable component

* More rebase fixes

* test

* Pre future rebase

* Please

* Lol

* Lol2

* SHADERS

* Update Engine

* yml file

* Fix an initialization issue, injects dependencies

* Fix error in loading shaders

* Makes a master character ui controller component added upon client attachment to entity and remove upon client detachment from entity

* Fixes just about everytrhing

* Address PJB's comments

* geeze

* Make overlays work in worldspace instead of screen space and not cover user interfaces

* update submodule
This commit is contained in:
clusterfack
2018-12-13 07:47:19 -06:00
committed by Pieter-Jan Briers
parent b8becf4a56
commit 37df61113e
52 changed files with 1172 additions and 183 deletions

View File

@@ -18,14 +18,11 @@ namespace Content.Server.GameObjects
/// A component that handles receiving damage and healing,
/// as well as informing other components of it.
/// </summary>
public class DamageableComponent : Component, IDamageableComponent
public class DamageableComponent : SharedDamageableComponent, IDamageableComponent
{
/// <inheritdoc />
public override string Name => "Damageable";
/// <inheritdoc />
public override uint? NetID => ContentNetIDs.DAMAGEABLE;
/// <summary>
/// The resistance set of this object.
/// Affects receiving damage of various types.
@@ -33,11 +30,17 @@ namespace Content.Server.GameObjects
[ViewVariables]
public ResistanceSet Resistances { get; private set; }
Dictionary<DamageType, int> CurrentDamage = new Dictionary<DamageType, int>();
Dictionary<DamageType, List<int>> Thresholds = new Dictionary<DamageType, List<int>>();
public IReadOnlyDictionary<DamageType, int> CurrentDamage => _currentDamage;
private Dictionary<DamageType, int> _currentDamage = new Dictionary<DamageType, int>();
Dictionary<DamageType, List<DamageThreshold>> Thresholds = new Dictionary<DamageType, List<DamageThreshold>>();
public event EventHandler<DamageThresholdPassedEventArgs> DamageThresholdPassed;
public override ComponentState GetComponentState()
{
return new DamageComponentState(_currentDamage);
}
public override void ExposeData(ObjectSerializer serializer)
{
@@ -55,9 +58,10 @@ namespace Content.Server.GameObjects
{
base.Initialize();
InitializeDamageType(DamageType.Total);
if (Owner is IOnDamageBehavior damageBehavior)
foreach (var damagebehavior in Owner.GetAllComponents<IOnDamageBehavior>())
{
AddThresholdsFrom(damageBehavior);
AddThresholdsFrom(damagebehavior);
}
RecalculateComponentThresholds();
@@ -72,7 +76,7 @@ namespace Content.Server.GameObjects
}
InitializeDamageType(damageType);
int oldValue = CurrentDamage[damageType];
int oldValue = _currentDamage[damageType];
int oldTotalValue = -1;
if (amount == 0)
@@ -81,13 +85,13 @@ namespace Content.Server.GameObjects
}
amount = Resistances.CalculateDamage(damageType, amount);
CurrentDamage[damageType] = Math.Max(0, CurrentDamage[damageType] + amount);
_currentDamage[damageType] = Math.Max(0, _currentDamage[damageType] + amount);
UpdateForDamageType(damageType, oldValue);
if (Resistances.AppliesToTotal(damageType))
{
oldTotalValue = CurrentDamage[DamageType.Total];
CurrentDamage[DamageType.Total] = Math.Max(0, CurrentDamage[DamageType.Total] + amount);
oldTotalValue = _currentDamage[DamageType.Total];
_currentDamage[DamageType.Total] = Math.Max(0, _currentDamage[DamageType.Total] + amount);
UpdateForDamageType(DamageType.Total, oldTotalValue);
}
}
@@ -104,7 +108,7 @@ namespace Content.Server.GameObjects
void UpdateForDamageType(DamageType damageType, int oldValue)
{
int change = CurrentDamage[damageType] - oldValue;
int change = _currentDamage[damageType] - oldValue;
if (change == 0)
{
@@ -113,11 +117,12 @@ namespace Content.Server.GameObjects
int changeSign = Math.Sign(change);
foreach (int value in Thresholds[damageType])
foreach (var threshold in Thresholds[damageType])
{
if (((value * changeSign) > (oldValue * changeSign)) && ((value * changeSign) <= (CurrentDamage[damageType] * changeSign)))
var value = threshold.Value;
if (((value * changeSign) > (oldValue * changeSign)) && ((value * changeSign) <= (_currentDamage[damageType] * changeSign)))
{
var args = new DamageThresholdPassedEventArgs(new DamageThreshold(damageType, value), (changeSign > 0));
var args = new DamageThresholdPassedEventArgs(threshold, (changeSign > 0));
DamageThresholdPassed?.Invoke(this, args);
}
}
@@ -142,62 +147,23 @@ namespace Content.Server.GameObjects
foreach (DamageThreshold threshold in thresholds)
{
if (!Thresholds[threshold.DamageType].Contains(threshold.Value))
if (!Thresholds[threshold.DamageType].Contains(threshold))
{
Thresholds[threshold.DamageType].Add(threshold.Value);
Thresholds[threshold.DamageType].Add(threshold);
}
}
DamageThresholdPassed += onDamageBehavior.OnDamageThresholdPassed;
}
void InitializeDamageType(DamageType damageType)
{
if (!CurrentDamage.ContainsKey(damageType))
if (!_currentDamage.ContainsKey(damageType))
{
CurrentDamage.Add(damageType, 0);
Thresholds.Add(damageType, new List<int>());
_currentDamage.Add(damageType, 0);
Thresholds.Add(damageType, new List<DamageThreshold>());
}
}
}
public struct DamageThreshold
{
public DamageType DamageType { get; }
public int Value { get; }
public DamageThreshold(DamageType damageType, int value)
{
DamageType = damageType;
Value = value;
}
public override bool Equals(Object obj)
{
return obj is DamageThreshold && this == (DamageThreshold)obj;
}
public override int GetHashCode()
{
return DamageType.GetHashCode() ^ Value.GetHashCode();
}
public static bool operator ==(DamageThreshold x, DamageThreshold y)
{
return x.DamageType == y.DamageType && x.Value == y.Value;
}
public static bool operator !=(DamageThreshold x, DamageThreshold y)
{
return !(x == y);
}
}
public class DamageThresholdPassedEventArgs : EventArgs
{
public DamageThreshold DamageThreshold { get; }
public bool Passed { get; }
public DamageThresholdPassedEventArgs(DamageThreshold threshold, bool passed)
{
DamageThreshold = threshold;
Passed = passed;
}
}
}