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:
committed by
Pieter-Jan Briers
parent
b8becf4a56
commit
37df61113e
104
Content.Server/GameObjects/Components/Mobs/DamageStates.cs
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104
Content.Server/GameObjects/Components/Mobs/DamageStates.cs
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using Content.Server.GameObjects.EntitySystems;
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using SS14.Server.GameObjects;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Maths;
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namespace Content.Server.GameObjects
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{
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/// <summary>
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/// Defines the blocking effect of each damage state, and what effects to apply upon entering or exiting the state
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/// </summary>
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public interface DamageState : IActionBlocker
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{
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void EnterState(IEntity entity);
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void ExitState(IEntity entity);
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}
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/// <summary>
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/// Standard state that a species is at with no damage or negative effect
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/// </summary>
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public struct NormalState : DamageState
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{
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public void EnterState(IEntity entity){}
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public void ExitState(IEntity entity){}
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bool IActionBlocker.CanInteract()
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{
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return true;
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}
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bool IActionBlocker.CanMove()
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{
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return true;
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}
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bool IActionBlocker.CanUse()
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{
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return true;
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}
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}
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/// <summary>
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/// A state in which you are disabled from acting due to damage
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/// </summary>
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public struct CriticalState : DamageState
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{
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public void EnterState(IEntity entity) { }
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public void ExitState(IEntity entity) { }
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bool IActionBlocker.CanInteract()
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{
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return false;
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}
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bool IActionBlocker.CanMove()
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{
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return false;
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}
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bool IActionBlocker.CanUse()
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{
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return false;
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}
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}
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/// <summary>
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/// A damage state which will allow ghosting out of mobs
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/// </summary>
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public struct DeadState : DamageState
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{
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public void EnterState(IEntity entity)
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{
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if(entity.TryGetComponent(out SpriteComponent sprite))
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{
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sprite.Rotation = sprite.Rotation + Angle.FromDegrees(90);
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}
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}
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public void ExitState(IEntity entity)
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{
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if (entity.TryGetComponent(out SpriteComponent sprite))
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{
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sprite.Rotation = sprite.Rotation - Angle.FromDegrees(90);
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}
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}
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bool IActionBlocker.CanInteract()
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{
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return false;
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}
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bool IActionBlocker.CanMove()
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{
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return false;
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}
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bool IActionBlocker.CanUse()
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{
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return false;
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}
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}
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}
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@@ -0,0 +1,65 @@
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using System.Collections.Generic;
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using Content.Shared.GameObjects;
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namespace Content.Server.GameObjects
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{
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/// <summary>
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/// Defines the threshold values for each damage state for any kind of species
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/// </summary>
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public abstract class DamageTemplates
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{
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public abstract List<DamageThreshold> HealthHudThresholds { get; }
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/// <summary>
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/// Changes the hud state when a threshold is reached
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/// </summary>
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/// <param name="state"></param>
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/// <param name="damage"></param>
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/// <returns></returns>
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public abstract HudStateChange ChangeHudState(DamageableComponent damage);
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//public abstract ResistanceSet resistanceset { get; }
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/// <summary>
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/// Shows allowed states, ordered by priority, closest to last value to have threshold reached is preferred
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/// </summary>
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public abstract List<(DamageType, int, ThresholdType)> AllowedStates { get; }
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/// <summary>
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/// Map of ALL POSSIBLE damage states to the threshold enum value that will trigger them, normal state wont be triggered by this value but is a default that is fell back onto
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/// </summary>
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public static Dictionary<ThresholdType, DamageState> StateThresholdMap = new Dictionary<ThresholdType, DamageState>()
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{
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{ ThresholdType.None, new NormalState() },
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{ ThresholdType.Critical, new CriticalState() },
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{ ThresholdType.Death, new DeadState() }
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};
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public List<DamageThreshold> DamageThresholds
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{
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get
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{
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List<DamageThreshold> thresholds = new List<DamageThreshold>();
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foreach (var element in AllowedStates)
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{
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thresholds.Add(new DamageThreshold(element.Item1, element.Item2, element.Item3));
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}
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return thresholds;
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}
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}
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public ThresholdType CalculateDamageState(DamageableComponent damage)
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{
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ThresholdType healthstate = ThresholdType.None;
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foreach(var element in AllowedStates)
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{
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if(damage.CurrentDamage[element.Item1] >= element.Item2)
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{
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healthstate = element.Item3;
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}
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}
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return healthstate;
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}
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}
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}
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@@ -0,0 +1,66 @@
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using Content.Shared.GameObjects;
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using System.Collections.Generic;
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namespace Content.Server.GameObjects
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{
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public class Human : DamageTemplates
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{
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int critvalue = 200;
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int normalstates = 6;
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//string startsprite = "human0";
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public override List<(DamageType, int, ThresholdType)> AllowedStates => new List<(DamageType, int, ThresholdType)>()
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{
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(DamageType.Total, critvalue, ThresholdType.Critical),
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(DamageType.Total, 300, ThresholdType.Death),
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};
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public override List<DamageThreshold> HealthHudThresholds
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{
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get
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{
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List<DamageThreshold> thresholds = new List<DamageThreshold>();
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thresholds.Add(new DamageThreshold(DamageType.Total, 1, ThresholdType.HUDUpdate));
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for (var i = 1; i <= normalstates; i++)
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{
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thresholds.Add(new DamageThreshold(DamageType.Total, i * critvalue / normalstates, ThresholdType.HUDUpdate));
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}
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return thresholds; //we don't need to respecify the state damage thresholds since we'll update hud on damage state changes as well
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}
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}
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public override HudStateChange ChangeHudState(DamageableComponent damage)
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{
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ThresholdType healthstate = CalculateDamageState(damage);
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switch (healthstate)
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{
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case ThresholdType.None:
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var totaldamage = damage.CurrentDamage[DamageType.Total];
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if (totaldamage > critvalue)
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{
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throw new System.InvalidOperationException(); //these should all be below the crit value, possibly going over multiple thresholds at once?
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}
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var modifier = totaldamage / (critvalue / normalstates); //integer division floors towards zero
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return new HudStateChange()
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{
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StateSprite = "Mob/UI/Human/human" + modifier.ToString() + ".png",
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effect = ScreenEffects.None
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};
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case ThresholdType.Critical:
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return new HudStateChange()
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{
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StateSprite = "Mob/UI/Human/humancrit-0.png", //TODO: display as gif or alternate with -0 and -1 as frames
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effect = ScreenEffects.GradientCircleMask
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};
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case ThresholdType.Death:
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return new HudStateChange()
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{
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StateSprite = "Mob/UI/Human/humandead.png",
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effect = ScreenEffects.CircleMask
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};
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default:
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throw new System.InvalidOperationException();
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}
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}
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}
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}
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114
Content.Server/GameObjects/Components/Mobs/SpeciesComponent.cs
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114
Content.Server/GameObjects/Components/Mobs/SpeciesComponent.cs
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using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces;
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using Content.Shared.GameObjects;
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using SS14.Server.GameObjects;
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using SS14.Shared.ContentPack;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Interfaces.Network;
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using SS14.Shared.Serialization;
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namespace Content.Server.GameObjects
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{
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public class SpeciesComponent : Component, IActionBlocker, IOnDamageBehavior
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{
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public override string Name => "Species";
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public override uint? NetID => ContentNetIDs.SPECIES;
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/// <summary>
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/// Damagestates are reached by reaching a certain damage threshold, they will block actions after being reached
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/// </summary>
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public DamageState CurrentDamageState { get; private set; } = new NormalState();
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/// <summary>
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/// Damage state enum for current health, set only via change damage state //TODO: SETTER
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/// </summary>
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private ThresholdType currentstate = ThresholdType.None;
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/// <summary>
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/// Holds the damage template which controls the threshold and resistance settings for this species type
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/// </summary>
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private DamageTemplates DamageTemplate;
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/// <summary>
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/// Variable for serialization
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/// </summary>
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private string templatename;
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref templatename, "Template", "Human");
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Type type = AppDomain.CurrentDomain.GetAssemblyByName("Content.Server").GetType("Content.Server.GameObjects." + templatename);
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DamageTemplate = (DamageTemplates)Activator.CreateInstance(type);
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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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var hudstatechange = DamageTemplate.ChangeHudState(Owner.GetComponent<DamageableComponent>());
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SendNetworkMessage(hudstatechange);
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break;
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}
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}
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bool IActionBlocker.CanMove()
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{
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return CurrentDamageState.CanMove();
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}
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bool IActionBlocker.CanInteract()
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{
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return CurrentDamageState.CanInteract();
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}
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bool IActionBlocker.CanUse()
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{
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return CurrentDamageState.CanUse();
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}
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List<DamageThreshold> IOnDamageBehavior.GetAllDamageThresholds()
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{
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var thresholdlist = DamageTemplate.DamageThresholds;
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thresholdlist.AddRange(DamageTemplate.HealthHudThresholds);
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return thresholdlist;
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}
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void IOnDamageBehavior.OnDamageThresholdPassed(object damageable, DamageThresholdPassedEventArgs e)
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{
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DamageableComponent damage = (DamageableComponent)damageable;
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if(e.DamageThreshold.ThresholdType != ThresholdType.HUDUpdate)
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{
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ChangeDamageState(DamageTemplate.CalculateDamageState(damage));
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}
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if (Owner.TryGetComponent(out BasicActorComponent actor)) //specifies if we have a client to update the hud for
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{
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var hudstatechange = DamageTemplate.ChangeHudState(damage);
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SendNetworkMessage(hudstatechange);
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}
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}
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private void ChangeDamageState(ThresholdType threshold)
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{
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if(threshold == currentstate)
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{
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return;
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}
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CurrentDamageState.ExitState(Owner);
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CurrentDamageState = DamageTemplates.StateThresholdMap[threshold];
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CurrentDamageState.EnterState(Owner);
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currentstate = threshold;
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}
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}
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}
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