Urist's damage and health thing. (#10)
* Add prototype for temperature testing entity. * Add Damageable, Destructible, Temperature. Add a prototype based on those. * Works and cleaned up. * Nerf
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6f89d0672d
@@ -15,6 +15,9 @@ namespace Content.Client
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factory.RegisterIgnore("Inventory");
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factory.RegisterIgnore("Item");
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factory.RegisterIgnore("Interactable");
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factory.RegisterIgnore("Damageable");
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factory.RegisterIgnore("Destructible");
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factory.RegisterIgnore("Temperature");
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factory.Register<HandsComponent>();
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factory.RegisterReference<HandsComponent, IHandsComponent>();
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@@ -1,6 +1,6 @@
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<?xml version="1.0" encoding="utf-8"?>
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<Project ToolsVersion="15.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
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<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')" />
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<Import Project="$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props" Condition="Exists('$(MSBuildExtensionsPath)\$(MSBuildToolsVersion)\Microsoft.Common.props')"/>
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<PropertyGroup>
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<Configuration Condition=" '$(Configuration)' == '' ">Debug</Configuration>
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<Platform Condition=" '$(Platform)' == '' ">AnyCPU</Platform>
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@@ -39,14 +39,14 @@
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<PlatformTarget>x64</PlatformTarget>
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</PropertyGroup>
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<ItemGroup>
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<Reference Include="System" />
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<Reference Include="System.Core" />
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<Reference Include="System.Xml.Linq" />
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<Reference Include="System.Data.DataSetExtensions" />
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<Reference Include="Microsoft.CSharp" />
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<Reference Include="System.Data" />
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<Reference Include="System.Net.Http" />
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<Reference Include="System.Xml" />
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<Reference Include="System"/>
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<Reference Include="System.Core"/>
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<Reference Include="System.Xml.Linq"/>
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<Reference Include="System.Data.DataSetExtensions"/>
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<Reference Include="Microsoft.CSharp"/>
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<Reference Include="System.Data"/>
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<Reference Include="System.Net.Http"/>
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<Reference Include="System.Xml"/>
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<Reference Include="YamlDotNet">
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<HintPath>$(SolutionDir)packages\YamlDotNet.4.2.1\lib\net35\YamlDotNet.dll</HintPath>
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</Reference>
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@@ -55,16 +55,23 @@
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</Reference>
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</ItemGroup>
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<ItemGroup>
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<Compile Include="EntryPoint.cs" />
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<Compile Include="EntryPoint.cs"/>
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<Compile Include="GameObjects\Components\Interactable\InteractableComponent.cs" />
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<Compile Include="Interfaces\GameObjects\Components\Interactable\IInteractableComponent.cs" />
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<Compile Include="Interfaces\GameObjects\Components\Items\IHandsComponent.cs" />
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<Compile Include="Interfaces\GameObjects\Components\Items\IInventoryComponent.cs" />
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<Compile Include="Interfaces\GameObjects\Components\Items\IItemComponent.cs" />
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<Compile Include="GameObjects\Components\Items\ServerHandsComponent.cs" />
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<Compile Include="GameObjects\Components\Items\InventoryComponent.cs" />
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<Compile Include="GameObjects\Components\Items\ItemComponent.cs" />
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<Compile Include="Properties\AssemblyInfo.cs" />
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<Compile Include="Interfaces\GameObjects\Components\Items\IHandsComponent.cs"/>
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<Compile Include="Interfaces\GameObjects\Components\Items\IInventoryComponent.cs"/>
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<Compile Include="Interfaces\GameObjects\Components\Items\IItemComponent.cs"/>
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<Compile Include="GameObjects\Components\Items\ServerHandsComponent.cs"/>
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<Compile Include="GameObjects\Components\Items\InventoryComponent.cs"/>
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<Compile Include="GameObjects\Components\Items\ItemComponent.cs"/>
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<Compile Include="GameObjects\Components\Damage\DamageableComponent.cs"/>
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<Compile Include="GameObjects\Components\Damage\DestructibleComponent.cs"/>
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<Compile Include="GameObjects\Components\Damage\ResistanceSet.cs"/>
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<Compile Include="GameObjects\Components\Temperature\TemperatureComponent.cs"/>
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<Compile Include="Interfaces\GameObjects\IOnDamageBehavior.cs"/>
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<Compile Include="Properties\AssemblyInfo.cs"/>
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<Compile Include="Interfaces\GameObjects\Components\Temperature\ITemperatureComponent.cs" />
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<Compile Include="Interfaces\GameObjects\Components\Damage\IDamageableComponent.cs" />
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</ItemGroup>
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<ItemGroup>
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<ProjectReference Include="..\Content.Shared\Content.Shared.csproj">
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@@ -84,13 +91,13 @@
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<Name>SS14.Shared</Name>
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</ProjectReference>
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</ItemGroup>
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets" />
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<Import Project="..\SS14.Content.targets" />
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<Target Name="AfterBuild" DependsOnTargets="CopyContentAssemblies" />
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<Import Project="$(MSBuildToolsPath)\Microsoft.CSharp.targets"/>
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<Import Project="..\SS14.Content.targets"/>
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<Target Name="AfterBuild" DependsOnTargets="CopyContentAssemblies"/>
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<ItemGroup>
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<ContentAssemblies Include="$(OutputPath)Content.Server.dll" />
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<ContentAssemblies Include="$(OutputPath)Content.Shared.dll" />
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<ContentAssemblies Include="$(OutputPath)Content.Server.pdb" Condition="'$(Configuration)' == 'Debug'" />
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<ContentAssemblies Include="$(OutputPath)Content.Shared.pdb" Condition="'$(Configuration)' == 'Debug'" />
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<ContentAssemblies Include="$(OutputPath)Content.Server.dll"/>
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<ContentAssemblies Include="$(OutputPath)Content.Shared.dll"/>
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<ContentAssemblies Include="$(OutputPath)Content.Server.pdb" Condition="'$(Configuration)' == 'Debug'"/>
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<ContentAssemblies Include="$(OutputPath)Content.Shared.pdb" Condition="'$(Configuration)' == 'Debug'"/>
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</ItemGroup>
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</Project>
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@@ -23,6 +23,10 @@ namespace Content.Server
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factory.Register<InteractableComponent>();
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factory.RegisterReference<InteractableComponent, IInteractableComponent>();
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factory.Register<DamageableComponent>();
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factory.Register<DestructibleComponent>();
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factory.Register<TemperatureComponent>();
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}
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}
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}
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@@ -0,0 +1,197 @@
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using Content.Server.Interfaces.GameObjects;
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using System;
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using System.Collections.Generic;
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using OpenTK;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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using Content.Server.Interfaces;
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using Content.Shared.GameObjects;
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namespace Content.Server.GameObjects
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{
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//TODO: add support for component add/remove
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/// <summary>
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/// A component that handles receiving damage and healing,
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/// as well as informing other components of it.
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/// </summary>
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public class DamageableComponent : Component, IDamageableComponent
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{
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/// <inheritdoc />
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public override string Name => "Damageable";
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/// <inheritdoc />
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public override uint? NetID => ContentNetIDs.DAMAGEABLE;
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/// <summary>
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/// The resistance set of this object.
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/// Affects receiving damage of various types.
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/// </summary>
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public ResistanceSet Resistances { get; private set; }
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Dictionary<DamageType, int> CurrentDamage = new Dictionary<DamageType, int>();
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Dictionary<DamageType, List<int>> Thresholds = new Dictionary<DamageType, List<int>>();
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public event EventHandler<DamageThresholdPassedEventArgs> DamageThresholdPassed;
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/// <inheritdoc />
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public override void LoadParameters(YamlMappingNode mapping)
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{
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if (mapping.TryGetNode("resistanceset", out YamlNode node))
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{
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Resistances = ResistanceSet.GetResistanceSet(node.AsString());
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}
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}
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/// <inheritdoc />
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public override void Initialize()
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{
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base.Initialize();
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InitializeDamageType(DamageType.Total);
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if (Owner is IOnDamageBehavior damageBehavior)
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{
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AddThresholdsFrom(damageBehavior);
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}
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RecalculateComponentThresholds();
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}
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/// <inheritdoc />
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public void TakeDamage(DamageType damageType, int amount)
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{
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if (damageType == DamageType.Total)
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{
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throw new ArgumentException("Cannot take damage for DamageType.Total");
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}
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InitializeDamageType(damageType);
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int oldValue = CurrentDamage[damageType];
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int oldTotalValue = -1;
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if (amount == 0)
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{
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return;
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}
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amount = Resistances.CalculateDamage(damageType, amount);
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CurrentDamage[damageType] = Math.Max(0, CurrentDamage[damageType] + amount);
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UpdateForDamageType(damageType, oldValue);
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if (Resistances.AppliesToTotal(damageType))
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{
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oldTotalValue = CurrentDamage[DamageType.Total];
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CurrentDamage[DamageType.Total] = Math.Max(0, CurrentDamage[DamageType.Total] + amount);
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UpdateForDamageType(DamageType.Total, oldTotalValue);
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}
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}
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/// <inheritdoc />
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public void TakeHealing(DamageType damageType, int amount)
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{
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if (damageType == DamageType.Total)
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{
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throw new ArgumentException("Cannot heal for DamageType.Total");
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}
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TakeDamage(damageType, -amount);
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}
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void UpdateForDamageType(DamageType damageType, int oldValue)
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{
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int change = CurrentDamage[damageType] - oldValue;
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if (change == 0)
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{
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return;
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}
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int changeSign = Math.Sign(change);
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foreach (int value in Thresholds[damageType])
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{
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if (((value * changeSign) > (oldValue * changeSign)) && ((value * changeSign) <= (CurrentDamage[damageType] * changeSign)))
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{
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var args = new DamageThresholdPassedEventArgs(new DamageThreshold(damageType, value), (changeSign > 0));
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DamageThresholdPassed?.Invoke(this, args);
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}
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}
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}
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void RecalculateComponentThresholds()
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{
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foreach (IOnDamageBehavior onDamageBehaviorComponent in Owner.GetComponents<IOnDamageBehavior>())
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{
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AddThresholdsFrom(onDamageBehaviorComponent);
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}
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}
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void AddThresholdsFrom(IOnDamageBehavior onDamageBehavior)
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{
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if (onDamageBehavior == null)
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{
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throw new ArgumentNullException(nameof(onDamageBehavior));
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}
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List<DamageThreshold> thresholds = onDamageBehavior.GetAllDamageThresholds();
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foreach (DamageThreshold threshold in thresholds)
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{
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if (!Thresholds[threshold.DamageType].Contains(threshold.Value))
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{
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Thresholds[threshold.DamageType].Add(threshold.Value);
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}
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}
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}
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void InitializeDamageType(DamageType damageType)
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{
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if (!CurrentDamage.ContainsKey(damageType))
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{
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CurrentDamage.Add(damageType, 0);
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Thresholds.Add(damageType, new List<int>());
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}
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}
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}
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public struct DamageThreshold
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{
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public DamageType DamageType { get; }
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public int Value { get; }
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public DamageThreshold(DamageType damageType, int value)
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{
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DamageType = damageType;
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Value = value;
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}
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public override bool Equals(Object obj)
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{
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return obj is DamageThreshold && this == (DamageThreshold)obj;
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}
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public override int GetHashCode()
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{
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return DamageType.GetHashCode() ^ Value.GetHashCode();
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}
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public static bool operator ==(DamageThreshold x, DamageThreshold y)
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{
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return x.DamageType == y.DamageType && x.Value == y.Value;
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}
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public static bool operator !=(DamageThreshold x, DamageThreshold y)
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{
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return !(x == y);
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}
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}
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public class DamageThresholdPassedEventArgs : EventArgs
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{
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public DamageThreshold DamageThreshold { get; }
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public bool Passed { get; }
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public DamageThresholdPassedEventArgs(DamageThreshold threshold, bool passed)
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{
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DamageThreshold = threshold;
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Passed = passed;
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}
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}
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}
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@@ -0,0 +1,78 @@
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using System;
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using System.Collections.Generic;
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using SS14.Shared.GameObjects;
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using SS14.Shared.Log;
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using SS14.Shared.Utility;
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using YamlDotNet.RepresentationModel;
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using Content.Server.Interfaces;
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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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/// Deletes the entity once a certain damage threshold has been reached.
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/// </summary>
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public class DestructibleComponent : Component, IOnDamageBehavior
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{
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/// <inheritdoc />
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public override string Name => "Destructible";
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/// <inheritdoc />
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public override uint? NetID => ContentNetIDs.DESTRUCTIBLE;
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/// <summary>
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/// Damage threshold calculated from the values
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/// given in the prototype declaration.
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/// </summary>
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public DamageThreshold Threshold { get; private set; }
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/// <inheritdoc />
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public override void LoadParameters(YamlMappingNode mapping)
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{
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//TODO currently only supports one threshold pair; gotta figure out YAML better
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YamlNode node;
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DamageType damageType = DamageType.Total;
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int damageValue = 0;
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if (mapping.TryGetNode("thresholdtype", out node))
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{
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damageType = node.AsEnum<DamageType>();
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}
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if (mapping.TryGetNode("thresholdvalue", out node))
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{
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damageValue = node.AsInt();
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}
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Threshold = new DamageThreshold(damageType, damageValue);
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}
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/// <inheritdoc />
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public override void Initialize()
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{
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base.Initialize();
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if (Owner.TryGetComponent<DamageableComponent>(out DamageableComponent damageable))
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{
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damageable.DamageThresholdPassed += OnDamageThresholdPassed;
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}
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}
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/// <inheritdoc />
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public List<DamageThreshold> GetAllDamageThresholds()
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{
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return new List<DamageThreshold>() { Threshold };
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}
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/// <inheritdoc />
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public void OnDamageThresholdPassed(object obj, DamageThresholdPassedEventArgs e)
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{
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if (e.Passed && e.DamageThreshold == Threshold)
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{
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Owner.EntityManager.DeleteEntity(Owner);
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}
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}
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}
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}
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115
Content.Server/GameObjects/Components/Damage/ResistanceSet.cs
Normal file
115
Content.Server/GameObjects/Components/Damage/ResistanceSet.cs
Normal file
@@ -0,0 +1,115 @@
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using System;
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using System.Collections.Generic;
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namespace Content.Server.GameObjects
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{
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/// <summary>
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/// Damage types used in-game.
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/// Total should never be used directly - it's a derived value.
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/// </summary>
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public enum DamageType
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{
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Total,
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Brute,
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Heat,
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Cold,
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Acid,
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Toxic,
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Electric
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}
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/// <summary>
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/// Resistance set used by damageable objects.
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/// For each damage type, has a coefficient, damage reduction and "included in total" value.
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/// </summary>
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public class ResistanceSet
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{
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Dictionary<DamageType, ResistanceSetSettings> _resistances = new Dictionary<DamageType, ResistanceSetSettings>();
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static Dictionary<string, ResistanceSet> _resistanceSets = new Dictionary<string, ResistanceSet>();
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//TODO: make it load from YAML instead of hardcoded like this
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public ResistanceSet()
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{
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_resistances.Add(DamageType.Total, new ResistanceSetSettings(1f, 0, true));
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_resistances.Add(DamageType.Acid, new ResistanceSetSettings(1f, 0, true));
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_resistances.Add(DamageType.Brute, new ResistanceSetSettings(1f, 0, true));
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_resistances.Add(DamageType.Heat, new ResistanceSetSettings(1f, 0, true));
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_resistances.Add(DamageType.Cold, new ResistanceSetSettings(1f, 0, true));
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_resistances.Add(DamageType.Toxic, new ResistanceSetSettings(1f, 0, true));
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_resistances.Add(DamageType.Electric, new ResistanceSetSettings(1f, 0, true));
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}
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/// <summary>
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/// Loads a resistance set with the given name.
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/// </summary>
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/// <param name="setName">Name of the resistance set.</param>
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/// <returns>Resistance set by given name</returns>
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public static ResistanceSet GetResistanceSet(string setName)
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{
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ResistanceSet resistanceSet = null;
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if (!_resistanceSets.TryGetValue(setName, out resistanceSet))
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{
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resistanceSet = Load(setName);
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}
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return resistanceSet;
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}
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static ResistanceSet Load(string setName)
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{
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//TODO: only creates a standard set RN, should be YAMLed
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ResistanceSet resistanceSet = new ResistanceSet();
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_resistanceSets.Add(setName, resistanceSet);
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return resistanceSet;
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}
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/// <summary>
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/// Adjusts input damage with the resistance set values.
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/// </summary>
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/// <param name="damageType">Type of the damage.</param>
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/// <param name="amount">Incoming amount of the damage.</param>
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/// <returns>Damage adjusted by the resistance set.</returns>
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public int CalculateDamage(DamageType damageType, int amount)
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{
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if (amount > 0) //if it's damage, reduction applies
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{
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amount -= _resistances[damageType].DamageReduction;
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|
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if (amount <= 0)
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return 0;
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}
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amount = (int)Math.Floor(amount * _resistances[damageType].Coefficient);
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return amount;
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}
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||||
public bool AppliesToTotal(DamageType damageType)
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{
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//Damage that goes straight to total (for whatever reason) never applies twice
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||||
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||||
return damageType == DamageType.Total ? false : _resistances[damageType].AppliesToTotal;
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}
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/// <summary>
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/// Settings for a specific damage type in a resistance set.
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/// </summary>
|
||||
struct ResistanceSetSettings
|
||||
{
|
||||
public float Coefficient { get; private set; }
|
||||
public int DamageReduction { get; private set; }
|
||||
public bool AppliesToTotal { get; private set; }
|
||||
|
||||
public ResistanceSetSettings(float coefficient, int damageReduction, bool appliesInTotal)
|
||||
{
|
||||
Coefficient = coefficient;
|
||||
DamageReduction = damageReduction;
|
||||
AppliesToTotal = appliesInTotal;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,65 @@
|
||||
using Content.Server.Interfaces.GameObjects;
|
||||
using Content.Shared.Maths;
|
||||
using System;
|
||||
using SS14.Shared.GameObjects;
|
||||
using SS14.Shared.Utility;
|
||||
using YamlDotNet.RepresentationModel;
|
||||
using Content.Shared.GameObjects;
|
||||
|
||||
namespace Content.Server.GameObjects
|
||||
{
|
||||
/// <summary>
|
||||
/// Handles changing temperature,
|
||||
/// informing others of the current temperature,
|
||||
/// and taking fire damage from high temperature.
|
||||
/// </summary>
|
||||
public class TemperatureComponent : Component, ITemperatureComponent
|
||||
{
|
||||
/// <inheritdoc />
|
||||
public override string Name => "Temperature";
|
||||
|
||||
/// <inheritdoc />
|
||||
public override uint? NetID => ContentNetIDs.TEMPERATURE;
|
||||
|
||||
//TODO: should be programmatic instead of how it currently is
|
||||
public float CurrentTemperature { get; private set; } = PhysicalConstants.ZERO_CELCIUS;
|
||||
|
||||
float _fireDamageThreshold = 0;
|
||||
float _fireDamageCoefficient = 1;
|
||||
|
||||
float _secondsSinceLastDamageUpdate = 0;
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void LoadParameters(YamlMappingNode mapping)
|
||||
{
|
||||
YamlNode node;
|
||||
|
||||
if (mapping.TryGetNode("firedamagethreshold", out node))
|
||||
{
|
||||
_fireDamageThreshold = node.AsFloat();
|
||||
}
|
||||
if (mapping.TryGetNode("firedamagecoefficient", out node))
|
||||
{
|
||||
_fireDamageCoefficient = node.AsFloat();
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void Update(float frameTime)
|
||||
{
|
||||
base.Update(frameTime);
|
||||
|
||||
int fireDamage = (int)Math.Floor(Math.Max(0, CurrentTemperature - _fireDamageThreshold) / _fireDamageCoefficient);
|
||||
|
||||
_secondsSinceLastDamageUpdate += frameTime;
|
||||
|
||||
Owner.TryGetComponent<DamageableComponent>(out DamageableComponent component);
|
||||
|
||||
while (_secondsSinceLastDamageUpdate >= 1)
|
||||
{
|
||||
component?.TakeDamage(DamageType.Heat, fireDamage);
|
||||
_secondsSinceLastDamageUpdate -= 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,30 @@
|
||||
using Content.Server.GameObjects;
|
||||
using SS14.Shared.Interfaces.GameObjects;
|
||||
using System;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects
|
||||
{
|
||||
public interface IDamageableComponent : IComponent
|
||||
{
|
||||
event EventHandler<DamageThresholdPassedEventArgs> DamageThresholdPassed;
|
||||
ResistanceSet Resistances { get; }
|
||||
|
||||
/// <summary>
|
||||
/// The function that handles receiving damage.
|
||||
/// Converts damage via the resistance set then applies it
|
||||
/// and informs components of thresholds passed as necessary.
|
||||
/// </summary>
|
||||
/// <param name="damageType">Type of damage being received.</param>
|
||||
/// <param name="amount">Amount of damage being received.</param>
|
||||
void TakeDamage(DamageType damageType, int amount);
|
||||
|
||||
/// <summary>
|
||||
/// Handles receiving healing.
|
||||
/// Converts healing via the resistance set then applies it
|
||||
/// and informs components of thresholds passed as necessary.
|
||||
/// </summary>
|
||||
/// <param name="damageType">Type of damage being received.</param>
|
||||
/// <param name="amount">Amount of damage being received.</param>
|
||||
void TakeHealing(DamageType damageType, int amount);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,9 @@
|
||||
using SS14.Shared.Interfaces.GameObjects;
|
||||
|
||||
namespace Content.Server.Interfaces.GameObjects
|
||||
{
|
||||
public interface ITemperatureComponent : IComponent
|
||||
{
|
||||
float CurrentTemperature { get; }
|
||||
}
|
||||
}
|
||||
27
Content.Server/Interfaces/GameObjects/IOnDamageBehavior.cs
Normal file
27
Content.Server/Interfaces/GameObjects/IOnDamageBehavior.cs
Normal file
@@ -0,0 +1,27 @@
|
||||
using System.Collections.Generic;
|
||||
using Content.Server.GameObjects;
|
||||
|
||||
namespace Content.Server.Interfaces
|
||||
{
|
||||
/// <summary>
|
||||
/// Any component/entity that has behaviour linked to taking damage should implement this interface.
|
||||
/// TODO: Don't know how to work around this currently, but due to how events work
|
||||
/// you need to hook it up to the DamageableComponent via Initialize().
|
||||
/// See DestructibleComponent.Initialize() for an example.
|
||||
/// </summary>
|
||||
interface IOnDamageBehavior
|
||||
{
|
||||
/// <summary>
|
||||
/// Gets a list of all DamageThresholds this component/entity are interested in.
|
||||
/// </summary>
|
||||
/// <returns>List of DamageThresholds to be added to DamageableComponent for watching.</returns>
|
||||
List<DamageThreshold> GetAllDamageThresholds();
|
||||
|
||||
/// <summary>
|
||||
/// Damage threshold passed event hookup.
|
||||
/// </summary>
|
||||
/// <param name="obj">Damageable component.</param>
|
||||
/// <param name="e">Damage threshold and whether it's passed in one way or another.</param>
|
||||
void OnDamageThresholdPassed(object obj, DamageThresholdPassedEventArgs e);
|
||||
}
|
||||
}
|
||||
@@ -55,9 +55,11 @@
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<Compile Include="EntryPoint.cs" />
|
||||
<Compile Include="GameObjects\ContentNetIDs.cs" />
|
||||
<Compile Include="GameObjects\PhysicalConstants.cs" />
|
||||
<Compile Include="Properties\AssemblyInfo.cs" />
|
||||
<Compile Include="GameObjects\Components\Items\SharedHandsComponent.cs" />
|
||||
<Compile Include="GameObjects\Components\NetIDs.cs" />
|
||||
<Compile Include="Maths\PhysicalConstants.cs" />
|
||||
</ItemGroup>
|
||||
<ItemGroup>
|
||||
<ProjectReference Include="..\engine\Lidgren.Network\Lidgren.Network.csproj">
|
||||
|
||||
@@ -1,7 +0,0 @@
|
||||
namespace Content.Shared.GameObjects
|
||||
{
|
||||
public static class ContentNetIDs
|
||||
{
|
||||
public const uint HANDS = 1000;
|
||||
}
|
||||
}
|
||||
11
Content.Shared/GameObjects/ContentNetIDs.cs
Normal file
11
Content.Shared/GameObjects/ContentNetIDs.cs
Normal file
@@ -0,0 +1,11 @@
|
||||
namespace Content.Shared.GameObjects
|
||||
{
|
||||
// Starting from 1000 to avoid crossover with engine.
|
||||
public static class ContentNetIDs
|
||||
{
|
||||
public const uint DAMAGEABLE = 1000;
|
||||
public const uint DESTRUCTIBLE = 1001;
|
||||
public const uint TEMPERATURE = 1002;
|
||||
public const uint HANDS = 1003;
|
||||
}
|
||||
}
|
||||
10
Content.Shared/GameObjects/PhysicalConstants.cs
Normal file
10
Content.Shared/GameObjects/PhysicalConstants.cs
Normal file
@@ -0,0 +1,10 @@
|
||||
namespace Content.Shared.GameObjects
|
||||
{
|
||||
/// <summary>
|
||||
/// Contains physical constants used in calculations.
|
||||
/// </summary>
|
||||
class PhysicalConstants
|
||||
{
|
||||
public const float ZERO_CELCIUS = 273.15f;
|
||||
}
|
||||
}
|
||||
10
Content.Shared/Maths/PhysicalConstants.cs
Normal file
10
Content.Shared/Maths/PhysicalConstants.cs
Normal file
@@ -0,0 +1,10 @@
|
||||
namespace Content.Shared.Maths
|
||||
{
|
||||
/// <summary>
|
||||
/// Contains physical constants used in calculations.
|
||||
/// </summary>
|
||||
public static class PhysicalConstants
|
||||
{
|
||||
public const float ZERO_CELCIUS = 273.15f;
|
||||
}
|
||||
}
|
||||
23
Resources/Prototypes/1_Temperature.yml
Normal file
23
Resources/Prototypes/1_Temperature.yml
Normal file
@@ -0,0 +1,23 @@
|
||||
- type: entity
|
||||
id: thing_that_heats_up_on_its_own_and_dies
|
||||
name: Thing that heats up on its own and dies
|
||||
components:
|
||||
- type: Transform
|
||||
- type: Clickable
|
||||
- type: Sprite
|
||||
sprites:
|
||||
- shoes
|
||||
|
||||
- type: Icon
|
||||
icon: shoes
|
||||
|
||||
- type: Damageable
|
||||
resistanceset: Standard
|
||||
|
||||
- type: Destructible
|
||||
thresholdtype: Total
|
||||
thresholdvalue: 100
|
||||
|
||||
- type: Temperature
|
||||
firedamagethreshold: 200
|
||||
firedamagecoefficient: 20
|
||||
Reference in New Issue
Block a user