Damage masks (#9402)
This commit is contained in:
@@ -187,8 +187,6 @@ namespace Content.Client.Entry
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var overlayMgr = IoCManager.Resolve<IOverlayManager>();
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var overlayMgr = IoCManager.Resolve<IOverlayManager>();
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overlayMgr.AddOverlay(new ParallaxOverlay());
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overlayMgr.AddOverlay(new ParallaxOverlay());
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overlayMgr.AddOverlay(new SingularityOverlay());
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overlayMgr.AddOverlay(new SingularityOverlay());
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overlayMgr.AddOverlay(new CritOverlay()); //Hopefully we can cut down on this list... don't see why a death overlay needs to be instantiated here.
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overlayMgr.AddOverlay(new CircleMaskOverlay());
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overlayMgr.AddOverlay(new FlashOverlay());
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overlayMgr.AddOverlay(new FlashOverlay());
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overlayMgr.AddOverlay(new RadiationPulseOverlay());
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overlayMgr.AddOverlay(new RadiationPulseOverlay());
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@@ -1,4 +1,5 @@
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using Content.Client.IoC;
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using Content.Client.IoC;
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using Content.Client.MobState;
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using Content.Client.Resources;
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using Content.Client.Resources;
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using Content.Shared.Damage;
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Content.Shared.FixedPoint;
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@@ -86,11 +87,12 @@ namespace Content.Client.HealthOverlay.UI
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return;
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return;
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}
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}
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var mobStateSystem = _entities.EntitySysManager.GetEntitySystem<MobStateSystem>();
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FixedPoint2 threshold;
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FixedPoint2 threshold;
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if (mobState.IsAlive())
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if (mobState.IsAlive())
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{
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{
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if (!mobState.TryGetEarliestCriticalState(damageable.TotalDamage, out _, out threshold))
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if (!mobStateSystem.TryGetEarliestCriticalState(mobState, damageable.TotalDamage, out _, out threshold))
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{
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{
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CritBar.Visible = false;
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CritBar.Visible = false;
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HealthBar.Visible = false;
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HealthBar.Visible = false;
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@@ -107,8 +109,8 @@ namespace Content.Client.HealthOverlay.UI
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HealthBar.Ratio = 0;
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HealthBar.Ratio = 0;
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HealthBar.Visible = false;
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HealthBar.Visible = false;
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if (!mobState.TryGetPreviousCriticalState(damageable.TotalDamage, out _, out var critThreshold) ||
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if (!mobStateSystem.TryGetPreviousCriticalState(mobState, damageable.TotalDamage, out _, out var critThreshold) ||
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!mobState.TryGetEarliestDeadState(damageable.TotalDamage, out _, out var deadThreshold))
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!mobStateSystem.TryGetEarliestDeadState(mobState, damageable.TotalDamage, out _, out var deadThreshold))
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{
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{
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CritBar.Visible = false;
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CritBar.Visible = false;
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return;
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return;
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132
Content.Client/MobState/MobStateSystem.cs
Normal file
132
Content.Client/MobState/MobStateSystem.cs
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@@ -0,0 +1,132 @@
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Content.Shared.MobState;
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using Content.Shared.MobState.Components;
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using Content.Shared.MobState.EntitySystems;
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using Robust.Client.GameObjects;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.GameStates;
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namespace Content.Client.MobState;
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public sealed partial class MobStateSystem : SharedMobStateSystem
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{
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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private Overlays.DamageOverlay _overlay = default!;
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public const short Levels = 7;
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public override void Initialize()
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{
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base.Initialize();
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_overlay = new Overlays.DamageOverlay();
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IoCManager.Resolve<IOverlayManager>().AddOverlay(_overlay);
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SubscribeLocalEvent<PlayerAttachedEvent>(OnPlayerAttach);
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SubscribeLocalEvent<PlayerDetachedEvent>(OnPlayerDetach);
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SubscribeLocalEvent<MobStateComponent, ComponentHandleState>(OnMobHandleState);
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}
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public override void Shutdown()
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{
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base.Shutdown();
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IoCManager.Resolve<IOverlayManager>().RemoveOverlay(_overlay);
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}
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private void OnMobHandleState(EntityUid uid, MobStateComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not MobStateComponentState state) return;
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if (component.CurrentThreshold == state.CurrentThreshold)
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return;
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if (state.CurrentThreshold == null)
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{
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RemoveState(component);
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}
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else
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{
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UpdateState(component, state.CurrentThreshold.Value);
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}
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}
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private void OnPlayerAttach(PlayerAttachedEvent ev)
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{
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if (TryComp<MobStateComponent>(ev.Entity, out var mobState) && TryComp<DamageableComponent>(ev.Entity, out var damageable))
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{
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SetLevel(mobState, damageable.TotalDamage);
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}
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}
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private void OnPlayerDetach(PlayerDetachedEvent ev)
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{
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_overlay.State = DamageState.Alive;
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_overlay.BruteLevel = 0f;
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_overlay.OxygenLevel = 0f;
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_overlay.CritLevel = 0f;
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}
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protected override void UpdateState(MobStateComponent component, DamageState? state, FixedPoint2 threshold)
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{
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base.UpdateState(component, state, threshold);
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SetLevel(component, threshold);
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}
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private void SetLevel(MobStateComponent stateComponent, FixedPoint2 threshold)
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{
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var uid = stateComponent.Owner;
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if (_playerManager.LocalPlayer?.ControlledEntity != uid) return;
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_overlay.State = DamageState.Alive;
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_overlay.BruteLevel = 0f;
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_overlay.OxygenLevel = 0f;
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_overlay.CritLevel = 0f;
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if (!TryComp<DamageableComponent>(uid, out var damageable))
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return;
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switch (stateComponent.CurrentState)
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{
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case DamageState.Dead:
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_overlay.State = DamageState.Dead;
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return;
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}
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var bruteLevel = 0f;
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var oxyLevel = 0f;
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var critLevel = 0f;
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if (TryGetEarliestIncapacitatedState(stateComponent, threshold, out _, out var earliestThreshold) && damageable.TotalDamage != 0)
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{
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if (damageable.DamagePerGroup.TryGetValue("Brute", out var bruteDamage))
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{
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bruteLevel = MathF.Min(1f, (bruteDamage / earliestThreshold).Float());
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}
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if (damageable.Damage.DamageDict.TryGetValue("Asphyxiation", out var oxyDamage))
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{
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oxyLevel = MathF.Min(1f, (oxyDamage / earliestThreshold).Float());
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}
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if (threshold >= earliestThreshold && TryGetEarliestDeadState(stateComponent, threshold, out _, out var earliestDeadHold))
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{
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critLevel = (float) Math.Clamp((damageable.TotalDamage - earliestThreshold).Double() / (earliestDeadHold - earliestThreshold).Double(), 0.1, 1);
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}
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}
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// Don't show damage overlay if they're near enough to max.
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if (bruteLevel < 0.05f)
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{
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bruteLevel = 0f;
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}
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_overlay.State = critLevel > 0f ? DamageState.Critical : DamageState.Alive;
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_overlay.BruteLevel = bruteLevel;
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_overlay.OxygenLevel = oxyLevel;
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_overlay.CritLevel = critLevel;
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}
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}
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@@ -1,36 +0,0 @@
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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namespace Content.Client.MobState.Overlays
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{
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public sealed class CircleMaskOverlay : Overlay
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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private readonly ShaderInstance _shader;
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public CircleMaskOverlay()
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{
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IoCManager.InjectDependencies(this);
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_shader = _prototypeManager.Index<ShaderPrototype>("CircleMask").Instance();
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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if (!CritOverlay.LocalPlayerHasState(_playerManager, false, true))
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return;
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var worldHandle = args.WorldHandle;
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worldHandle.UseShader(_shader);
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var viewport = args.WorldAABB;
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worldHandle.DrawRect(viewport, Color.White);
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}
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}
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}
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@@ -1,58 +0,0 @@
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using Content.Shared.MobState.Components;
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using Robust.Client.Graphics;
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using Robust.Client.Player;
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using Robust.Shared.Enums;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Maths;
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using Robust.Shared.Prototypes;
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namespace Content.Client.MobState.Overlays
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{
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public sealed class CritOverlay : Overlay
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{
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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[Dependency] private readonly IPlayerManager _playerManager = default!;
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[Dependency] private readonly IEntityManager _entities = default!;
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public override OverlaySpace Space => OverlaySpace.WorldSpace;
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private readonly ShaderInstance _gradientCircleShader;
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public CritOverlay()
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{
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IoCManager.InjectDependencies(this);
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_gradientCircleShader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").Instance();
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}
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public static bool LocalPlayerHasState(IPlayerManager pm, bool critical, bool dead, IEntityManager? entities = null) {
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if (pm.LocalPlayer?.ControlledEntity is not {Valid: true} player)
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{
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return false;
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}
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IoCManager.Resolve(ref entities);
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if (entities.TryGetComponent<MobStateComponent?>(player, out var mobState))
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{
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if (critical)
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if (mobState.IsCritical())
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return true;
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if (dead)
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if (mobState.IsDead())
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return true;
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}
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return false;
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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if (!LocalPlayerHasState(_playerManager, true, false, _entities))
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return;
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var worldHandle = args.WorldHandle;
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var viewport = args.WorldAABB;
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worldHandle.UseShader(_gradientCircleShader);
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worldHandle.DrawRect(viewport, Color.White);
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}
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}
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}
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224
Content.Client/MobState/Overlays/DamageOverlay.cs
Normal file
224
Content.Client/MobState/Overlays/DamageOverlay.cs
Normal file
@@ -0,0 +1,224 @@
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using Content.Shared.MobState;
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using Robust.Client.Graphics;
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using Robust.Shared.Enums;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Timing;
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namespace Content.Client.MobState.Overlays;
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public sealed class DamageOverlay : Overlay
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{
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[Dependency] private readonly IGameTiming _timing = default!;
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[Dependency] private readonly IPrototypeManager _prototypeManager = default!;
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public override OverlaySpace Space => OverlaySpace.ScreenSpace;
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private readonly ShaderInstance _critShader;
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private readonly ShaderInstance _oxygenShader;
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private readonly ShaderInstance _bruteShader;
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public DamageState State = DamageState.Alive;
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/// <summary>
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/// Handles the red pulsing overlay
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/// </summary>
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public float BruteLevel = 0f;
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private float _oldBruteLevel = 0f;
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/// <summary>
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/// Handles the darkening overlay.
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/// </summary>
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public float OxygenLevel = 0f;
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private float _oldOxygenLevel = 0f;
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/// <summary>
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/// Handles the white overlay when crit.
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/// </summary>
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public float CritLevel = 0f;
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private float _oldCritLevel = 0f;
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private float _deadLevel = 1f;
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public DamageOverlay()
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{
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// TODO: Replace
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IoCManager.InjectDependencies(this);
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_oxygenShader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").InstanceUnique();
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_critShader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").InstanceUnique();
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_bruteShader = _prototypeManager.Index<ShaderPrototype>("GradientCircleMask").InstanceUnique();
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}
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protected override void Draw(in OverlayDrawArgs args)
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{
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/*
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* Here's the rundown:
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* 1. There's lerping for each level so the transitions are smooth.
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* 2. There's 3 overlays, 1 for brute damage, 1 for oxygen damage (that also doubles as a crit overlay),
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* and a white one during crit that closes in as you progress towards death. When you die it slowly disappears.
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* The crit overlay also occasionally reduces its alpha as a "blink"
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*/
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var viewport = args.ViewportBounds;
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var handle = args.ScreenHandle;
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var distance = args.ViewportBounds.Width;
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var lerpRate = 0.2f;
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var time = (float) _timing.RealTime.TotalSeconds;
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var lastFrameTime = (float) _timing.FrameTime.TotalSeconds;
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// If they just died then lerp out the white overlay.
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if (State != DamageState.Dead)
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{
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_deadLevel = 1f;
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}
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else if (!_deadLevel.Equals(0f))
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{
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var diff = -_deadLevel;
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_deadLevel += GetDiff(diff, lerpRate, lastFrameTime);
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}
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if (!_oldBruteLevel.Equals(BruteLevel))
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{
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var diff = BruteLevel - _oldBruteLevel;
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_oldBruteLevel += GetDiff(diff, lerpRate, lastFrameTime);
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}
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if (!_oldOxygenLevel.Equals(OxygenLevel))
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{
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var diff = OxygenLevel - _oldOxygenLevel;
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_oldOxygenLevel += GetDiff(diff, lerpRate, lastFrameTime);
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}
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if (!_oldCritLevel.Equals(CritLevel))
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{
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var diff = CritLevel - _oldCritLevel;
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_oldCritLevel += GetDiff(diff, lerpRate, lastFrameTime);
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}
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/*
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* darknessAlphaOuter is the maximum alpha for anything outside of the larger circle
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||||||
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* darknessAlphaInner (on the shader) is the alpha for anything inside the smallest circle
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*
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* outerCircleRadius is what we end at for max level for the outer circle
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* outerCircleMaxRadius is what we start at for 0 level for the outer circle
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||||||
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*
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||||||
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* innerCircleRadius is what we end at for max level for the inner circle
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||||||
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* innerCircleMaxRadius is what we start at for 0 level for the inner circle
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||||||
|
*/
|
||||||
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|
||||||
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// Makes debugging easier don't @ me
|
||||||
|
float level = 0f;
|
||||||
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level = _oldBruteLevel;
|
||||||
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|
||||||
|
// TODO: Lerping
|
||||||
|
if (level > 0f && _oldCritLevel <= 0f)
|
||||||
|
{
|
||||||
|
var pulseRate = 3f;
|
||||||
|
var adjustedTime = time * pulseRate;
|
||||||
|
float outerMaxLevel = 2.0f * distance;
|
||||||
|
float outerMinLevel = 0.8f * distance;
|
||||||
|
float innerMaxLevel = 0.6f * distance;
|
||||||
|
float innerMinLevel = 0.2f * distance;
|
||||||
|
|
||||||
|
var outerRadius = outerMaxLevel - level * (outerMaxLevel - outerMinLevel);
|
||||||
|
var innerRadius = innerMaxLevel - level * (innerMaxLevel - innerMinLevel);
|
||||||
|
|
||||||
|
var pulse = MathF.Max(0f, MathF.Sin(adjustedTime));
|
||||||
|
|
||||||
|
_bruteShader.SetParameter("time", pulse);
|
||||||
|
_bruteShader.SetParameter("color", new Vector3(1f, 0f, 0f));
|
||||||
|
_bruteShader.SetParameter("darknessAlphaOuter", 0.8f);
|
||||||
|
|
||||||
|
_bruteShader.SetParameter("outerCircleRadius", outerRadius);
|
||||||
|
_bruteShader.SetParameter("outerCircleMaxRadius", outerRadius + 0.2f * distance);
|
||||||
|
_bruteShader.SetParameter("innerCircleRadius", innerRadius);
|
||||||
|
_bruteShader.SetParameter("innerCircleMaxRadius", innerRadius + 0.02f * distance);
|
||||||
|
handle.UseShader(_bruteShader);
|
||||||
|
handle.DrawRect(viewport, Color.White);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
_oldBruteLevel = BruteLevel;
|
||||||
|
}
|
||||||
|
|
||||||
|
level = State != DamageState.Critical ? _oldOxygenLevel : 1f;
|
||||||
|
|
||||||
|
if (level > 0f)
|
||||||
|
{
|
||||||
|
float outerMaxLevel = 0.6f * distance;
|
||||||
|
float outerMinLevel = 0.06f * distance;
|
||||||
|
float innerMaxLevel = 0.02f * distance;
|
||||||
|
float innerMinLevel = 0.02f * distance;
|
||||||
|
|
||||||
|
var outerRadius = outerMaxLevel - level * (outerMaxLevel - outerMinLevel);
|
||||||
|
var innerRadius = innerMaxLevel - level * (innerMaxLevel - innerMinLevel);
|
||||||
|
|
||||||
|
float outerDarkness;
|
||||||
|
float critTime;
|
||||||
|
|
||||||
|
// If in crit then just fix it; also pulse it very occasionally so they can see more.
|
||||||
|
if (_oldCritLevel > 0f)
|
||||||
|
{
|
||||||
|
var adjustedTime = time * 2f;
|
||||||
|
critTime = MathF.Max(0, MathF.Sin(adjustedTime) + 2 * MathF.Sin(2 * adjustedTime / 4f) + MathF.Sin(adjustedTime / 4f) - 3f);
|
||||||
|
|
||||||
|
if (critTime > 0f)
|
||||||
|
{
|
||||||
|
outerDarkness = 1f - critTime / 1.5f;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
outerDarkness = 1f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
outerDarkness = MathF.Min(0.98f, 0.3f * MathF.Log(level) + 1f);
|
||||||
|
}
|
||||||
|
|
||||||
|
_oxygenShader.SetParameter("time", 0.0f);
|
||||||
|
_oxygenShader.SetParameter("color", new Vector3(0f, 0f, 0f));
|
||||||
|
_oxygenShader.SetParameter("darknessAlphaOuter", outerDarkness);
|
||||||
|
_oxygenShader.SetParameter("innerCircleRadius", innerRadius);
|
||||||
|
_oxygenShader.SetParameter("innerCircleMaxRadius", innerRadius);
|
||||||
|
_oxygenShader.SetParameter("outerCircleRadius", outerRadius);
|
||||||
|
_oxygenShader.SetParameter("outerCircleMaxRadius", outerRadius + 0.2f * distance);
|
||||||
|
handle.UseShader(_oxygenShader);
|
||||||
|
handle.DrawRect(viewport, Color.White);
|
||||||
|
}
|
||||||
|
|
||||||
|
level = State != DamageState.Dead ? _oldCritLevel : _deadLevel;
|
||||||
|
|
||||||
|
if (level > 0f)
|
||||||
|
{
|
||||||
|
float outerMaxLevel = 2.0f * distance;
|
||||||
|
float outerMinLevel = 1.0f * distance;
|
||||||
|
float innerMaxLevel = 0.6f * distance;
|
||||||
|
float innerMinLevel = 0.02f * distance;
|
||||||
|
|
||||||
|
var outerRadius = outerMaxLevel - level * (outerMaxLevel - outerMinLevel);
|
||||||
|
var innerRadius = innerMaxLevel - level * (innerMaxLevel - innerMinLevel);
|
||||||
|
|
||||||
|
var pulse = MathF.Max(0f, MathF.Sin(time));
|
||||||
|
|
||||||
|
// If in crit then just fix it; also pulse it very occasionally so they can see more.
|
||||||
|
_critShader.SetParameter("time", pulse);
|
||||||
|
_critShader.SetParameter("color", new Vector3(1f, 1f, 1f));
|
||||||
|
_critShader.SetParameter("darknessAlphaOuter", 1.0f);
|
||||||
|
_critShader.SetParameter("innerCircleRadius", innerRadius);
|
||||||
|
_critShader.SetParameter("innerCircleMaxRadius", innerRadius + 0.005f * distance);
|
||||||
|
_critShader.SetParameter("outerCircleRadius", outerRadius);
|
||||||
|
_critShader.SetParameter("outerCircleMaxRadius", outerRadius + 0.2f * distance);
|
||||||
|
handle.UseShader(_critShader);
|
||||||
|
handle.DrawRect(viewport, Color.White);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private float GetDiff(float value, float lerpRate, float lastFrameTime)
|
||||||
|
{
|
||||||
|
return Math.Clamp(value, -1 * lerpRate * lastFrameTime, lerpRate * lastFrameTime);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,8 +0,0 @@
|
|||||||
using Content.Shared.MobState.State;
|
|
||||||
|
|
||||||
namespace Content.Client.MobState.States
|
|
||||||
{
|
|
||||||
public sealed class CriticalMobState : SharedCriticalMobState
|
|
||||||
{
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,19 +0,0 @@
|
|||||||
using Content.Shared.MobState;
|
|
||||||
using Content.Shared.MobState.State;
|
|
||||||
using Robust.Shared.GameObjects;
|
|
||||||
|
|
||||||
namespace Content.Client.MobState.States
|
|
||||||
{
|
|
||||||
public sealed class DeadMobState : SharedDeadMobState
|
|
||||||
{
|
|
||||||
public override void EnterState(EntityUid uid, IEntityManager entityManager)
|
|
||||||
{
|
|
||||||
base.EnterState(uid, entityManager);
|
|
||||||
|
|
||||||
if (entityManager.TryGetComponent(uid, out AppearanceComponent? appearance))
|
|
||||||
{
|
|
||||||
appearance.SetData(DamageStateVisuals.State, DamageState.Dead);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,11 +0,0 @@
|
|||||||
using Content.Shared.MobState;
|
|
||||||
using Content.Shared.MobState.State;
|
|
||||||
using Robust.Client.GameObjects;
|
|
||||||
using Robust.Shared.GameObjects;
|
|
||||||
|
|
||||||
namespace Content.Client.MobState.States
|
|
||||||
{
|
|
||||||
public sealed class NormalMobState : SharedNormalMobState
|
|
||||||
{
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,24 +1,14 @@
|
|||||||
using System;
|
|
||||||
using System.Collections.Generic;
|
|
||||||
using System.IO;
|
using System.IO;
|
||||||
using System.Threading;
|
using System.Threading;
|
||||||
using System.Threading.Tasks;
|
using System.Threading.Tasks;
|
||||||
using System.Collections.Generic;
|
|
||||||
using JetBrains.Annotations;
|
using JetBrains.Annotations;
|
||||||
using Nett;
|
using Nett;
|
||||||
using Content.Shared;
|
|
||||||
using Content.Shared.CCVar;
|
using Content.Shared.CCVar;
|
||||||
using Content.Client.Resources;
|
|
||||||
using Content.Client.IoC;
|
using Content.Client.IoC;
|
||||||
using Robust.Client.Graphics;
|
using Robust.Client.Graphics;
|
||||||
using Robust.Client.ResourceManagement;
|
|
||||||
using Robust.Shared.Serialization.Manager.Attributes;
|
|
||||||
using Robust.Shared.Utility;
|
using Robust.Shared.Utility;
|
||||||
using Robust.Shared.Configuration;
|
using Robust.Shared.Configuration;
|
||||||
using Robust.Shared.ContentPack;
|
using Robust.Shared.ContentPack;
|
||||||
using Robust.Shared.IoC;
|
|
||||||
using Robust.Shared.Log;
|
|
||||||
using Robust.Shared.Utility;
|
|
||||||
using SixLabors.ImageSharp;
|
using SixLabors.ImageSharp;
|
||||||
using SixLabors.ImageSharp.PixelFormats;
|
using SixLabors.ImageSharp.PixelFormats;
|
||||||
|
|
||||||
|
|||||||
@@ -1,4 +1,4 @@
|
|||||||
using System.Threading.Tasks;
|
using System.Threading.Tasks;
|
||||||
using Content.Server.Atmos.Components;
|
using Content.Server.Atmos.Components;
|
||||||
using Content.Server.Body.Components;
|
using Content.Server.Body.Components;
|
||||||
using Content.Server.Body.Systems;
|
using Content.Server.Body.Systems;
|
||||||
@@ -27,7 +27,7 @@ namespace Content.IntegrationTests.Tests.Body
|
|||||||
centerSlot: torso
|
centerSlot: torso
|
||||||
- type: MobState
|
- type: MobState
|
||||||
thresholds:
|
thresholds:
|
||||||
0: !type:NormalMobState {}
|
0: Alive
|
||||||
- type: ThermalRegulator
|
- type: ThermalRegulator
|
||||||
metabolismHeat: 5000
|
metabolismHeat: 5000
|
||||||
radiatedHeat: 400
|
radiatedHeat: 400
|
||||||
|
|||||||
@@ -1,4 +1,5 @@
|
|||||||
using System.Threading.Tasks;
|
using System.Threading.Tasks;
|
||||||
|
using Content.Client.MobState;
|
||||||
using Content.Server.Administration.Commands;
|
using Content.Server.Administration.Commands;
|
||||||
using Content.Shared.Damage;
|
using Content.Shared.Damage;
|
||||||
using Content.Shared.Damage.Prototypes;
|
using Content.Shared.Damage.Prototypes;
|
||||||
@@ -25,9 +26,9 @@ namespace Content.IntegrationTests.Tests.Commands
|
|||||||
damageContainer: Biological
|
damageContainer: Biological
|
||||||
- type: MobState
|
- type: MobState
|
||||||
thresholds:
|
thresholds:
|
||||||
0: !type:NormalMobState {}
|
0: Alive
|
||||||
100: !type:CriticalMobState {}
|
100: Critical
|
||||||
200: !type:DeadMobState {}
|
200: Dead
|
||||||
";
|
";
|
||||||
|
|
||||||
[Test]
|
[Test]
|
||||||
@@ -35,22 +36,19 @@ namespace Content.IntegrationTests.Tests.Commands
|
|||||||
{
|
{
|
||||||
await using var pairTracker = await PoolManager.GetServerClient(new PoolSettings{NoClient = true, ExtraPrototypes = Prototypes});
|
await using var pairTracker = await PoolManager.GetServerClient(new PoolSettings{NoClient = true, ExtraPrototypes = Prototypes});
|
||||||
var server = pairTracker.Pair.Server;
|
var server = pairTracker.Pair.Server;
|
||||||
|
var entManager = server.ResolveDependency<IEntityManager>();
|
||||||
|
var mapManager = server.ResolveDependency<IMapManager>();
|
||||||
|
var prototypeManager = server.ResolveDependency<IPrototypeManager>();
|
||||||
|
|
||||||
await server.WaitAssertion(() =>
|
await server.WaitAssertion(() =>
|
||||||
{
|
{
|
||||||
var mapManager = IoCManager.Resolve<IMapManager>();
|
|
||||||
|
|
||||||
mapManager.CreateNewMapEntity(MapId.Nullspace);
|
mapManager.CreateNewMapEntity(MapId.Nullspace);
|
||||||
|
|
||||||
var entityManager = IoCManager.Resolve<IEntityManager>();
|
var human = entManager.SpawnEntity("DamageableDummy", MapCoordinates.Nullspace);
|
||||||
var prototypeManager = IoCManager.Resolve<IPrototypeManager>();
|
|
||||||
|
|
||||||
var human = entityManager.SpawnEntity("DamageableDummy", MapCoordinates.Nullspace);
|
|
||||||
|
|
||||||
// Sanity check
|
// Sanity check
|
||||||
Assert.True(IoCManager.Resolve<IEntityManager>().TryGetComponent(human, out DamageableComponent damageable));
|
Assert.True(entManager.TryGetComponent(human, out DamageableComponent damageable));
|
||||||
Assert.True(IoCManager.Resolve<IEntityManager>().TryGetComponent(human, out MobStateComponent mobState));
|
Assert.True(entManager.TryGetComponent(human, out MobStateComponent mobState));
|
||||||
mobState.UpdateState(0);
|
|
||||||
Assert.That(mobState.IsAlive, Is.True);
|
Assert.That(mobState.IsAlive, Is.True);
|
||||||
Assert.That(mobState.IsCritical, Is.False);
|
Assert.That(mobState.IsCritical, Is.False);
|
||||||
Assert.That(mobState.IsDead, Is.False);
|
Assert.That(mobState.IsDead, Is.False);
|
||||||
|
|||||||
@@ -1,6 +1,5 @@
|
|||||||
using System.Linq;
|
using System.Linq;
|
||||||
using Content.Server.AI.Components;
|
using Content.Server.AI.Components;
|
||||||
using Content.Server.MobState.States;
|
|
||||||
using Content.Shared.CCVar;
|
using Content.Shared.CCVar;
|
||||||
using Content.Shared.MobState;
|
using Content.Shared.MobState;
|
||||||
using JetBrains.Annotations;
|
using JetBrains.Annotations;
|
||||||
@@ -121,11 +120,11 @@ namespace Content.Server.AI.EntitySystems
|
|||||||
{
|
{
|
||||||
switch (args.CurrentMobState)
|
switch (args.CurrentMobState)
|
||||||
{
|
{
|
||||||
case NormalMobState:
|
case DamageState.Alive:
|
||||||
component.Awake = true;
|
component.Awake = true;
|
||||||
break;
|
break;
|
||||||
case CriticalMobState:
|
case DamageState.Critical:
|
||||||
case DeadMobState:
|
case DamageState.Dead:
|
||||||
component.Awake = false;
|
component.Awake = false;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -5,6 +5,7 @@ using Content.Server.Body.Components;
|
|||||||
using Content.Server.Body.Systems;
|
using Content.Server.Body.Systems;
|
||||||
using Content.Server.Disease.Components;
|
using Content.Server.Disease.Components;
|
||||||
using Content.Server.Disease;
|
using Content.Server.Disease;
|
||||||
|
using Content.Server.MobState;
|
||||||
using Content.Server.Nutrition.Components;
|
using Content.Server.Nutrition.Components;
|
||||||
using Content.Server.Nutrition.EntitySystems;
|
using Content.Server.Nutrition.EntitySystems;
|
||||||
using Content.Shared.Administration;
|
using Content.Shared.Administration;
|
||||||
@@ -57,7 +58,6 @@ namespace Content.Server.Administration.Commands
|
|||||||
{
|
{
|
||||||
var targetUid = target;
|
var targetUid = target;
|
||||||
var entMan = IoCManager.Resolve<IEntityManager>();
|
var entMan = IoCManager.Resolve<IEntityManager>();
|
||||||
entMan.GetComponentOrNull<MobStateComponent>(targetUid)?.UpdateState(0);
|
|
||||||
entMan.GetComponentOrNull<HungerComponent>(targetUid)?.ResetFood();
|
entMan.GetComponentOrNull<HungerComponent>(targetUid)?.ResetFood();
|
||||||
|
|
||||||
// TODO holy shit make this an event my man!
|
// TODO holy shit make this an event my man!
|
||||||
|
|||||||
@@ -30,6 +30,7 @@ using Content.Shared.Disease;
|
|||||||
using Content.Shared.Electrocution;
|
using Content.Shared.Electrocution;
|
||||||
using Content.Shared.Interaction.Components;
|
using Content.Shared.Interaction.Components;
|
||||||
using Content.Shared.Inventory;
|
using Content.Shared.Inventory;
|
||||||
|
using Content.Shared.MobState;
|
||||||
using Content.Shared.MobState.Components;
|
using Content.Shared.MobState.Components;
|
||||||
using Content.Shared.Movement.Components;
|
using Content.Shared.Movement.Components;
|
||||||
using Content.Shared.Nutrition.Components;
|
using Content.Shared.Nutrition.Components;
|
||||||
|
|||||||
@@ -7,6 +7,7 @@ using Content.Shared.Alert;
|
|||||||
using Content.Shared.Buckle.Components;
|
using Content.Shared.Buckle.Components;
|
||||||
using Content.Shared.Interaction;
|
using Content.Shared.Interaction;
|
||||||
using Content.Shared.MobState.Components;
|
using Content.Shared.MobState.Components;
|
||||||
|
using Content.Shared.MobState.EntitySystems;
|
||||||
using Content.Shared.Popups;
|
using Content.Shared.Popups;
|
||||||
using Content.Shared.Pulling.Components;
|
using Content.Shared.Pulling.Components;
|
||||||
using Content.Shared.Standing;
|
using Content.Shared.Standing;
|
||||||
@@ -323,7 +324,8 @@ namespace Content.Server.Buckle.Components
|
|||||||
EntitySystem.Get<StandingStateSystem>().Stand(Owner);
|
EntitySystem.Get<StandingStateSystem>().Stand(Owner);
|
||||||
}
|
}
|
||||||
|
|
||||||
mobState?.CurrentState?.EnterState(Owner, _entMan);
|
IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<SharedMobStateSystem>()
|
||||||
|
.EnterState(mobState, mobState?.CurrentState);
|
||||||
|
|
||||||
UpdateBuckleStatus();
|
UpdateBuckleStatus();
|
||||||
|
|
||||||
|
|||||||
@@ -4,7 +4,6 @@ using Content.Server.Popups;
|
|||||||
using Content.Shared.Actions;
|
using Content.Shared.Actions;
|
||||||
using Content.Shared.CharacterAppearance.Components;
|
using Content.Shared.CharacterAppearance.Components;
|
||||||
using Content.Shared.Chemistry.Components;
|
using Content.Shared.Chemistry.Components;
|
||||||
using Content.Shared.Damage;
|
|
||||||
using Content.Shared.MobState;
|
using Content.Shared.MobState;
|
||||||
using Content.Shared.MobState.Components;
|
using Content.Shared.MobState.Components;
|
||||||
using Content.Shared.Tag;
|
using Content.Shared.Tag;
|
||||||
@@ -12,8 +11,6 @@ using Robust.Shared.Audio;
|
|||||||
using Robust.Shared.Containers;
|
using Robust.Shared.Containers;
|
||||||
using Robust.Shared.Player;
|
using Robust.Shared.Player;
|
||||||
using System.Threading;
|
using System.Threading;
|
||||||
using Content.Shared.MobState.State;
|
|
||||||
using Content.Shared.Doors.Components;
|
|
||||||
|
|
||||||
namespace Content.Server.Dragon
|
namespace Content.Server.Dragon
|
||||||
{
|
{
|
||||||
@@ -24,7 +21,6 @@ namespace Content.Server.Dragon
|
|||||||
[Dependency] private readonly PopupSystem _popupSystem = default!;
|
[Dependency] private readonly PopupSystem _popupSystem = default!;
|
||||||
[Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!;
|
[Dependency] private readonly BloodstreamSystem _bloodstreamSystem = default!;
|
||||||
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
|
[Dependency] private readonly SharedContainerSystem _containerSystem = default!;
|
||||||
[Dependency] private readonly TagSystem _tagSystem = default!;
|
|
||||||
|
|
||||||
public override void Initialize()
|
public override void Initialize()
|
||||||
{
|
{
|
||||||
@@ -127,8 +123,8 @@ namespace Content.Server.Dragon
|
|||||||
{
|
{
|
||||||
switch (targetState.CurrentState)
|
switch (targetState.CurrentState)
|
||||||
{
|
{
|
||||||
case SharedCriticalMobState:
|
case DamageState.Critical:
|
||||||
case SharedDeadMobState:
|
case DamageState.Dead:
|
||||||
component.CancelToken = new CancellationTokenSource();
|
component.CancelToken = new CancellationTokenSource();
|
||||||
|
|
||||||
_doAfterSystem.DoAfter(new DoAfterEventArgs(uid, component.DevourTime, component.CancelToken.Token, target)
|
_doAfterSystem.DoAfter(new DoAfterEventArgs(uid, component.DevourTime, component.CancelToken.Token, target)
|
||||||
|
|||||||
@@ -4,7 +4,6 @@ using Content.Server.Ghost.Components;
|
|||||||
using Content.Server.Ghost.Roles.Components;
|
using Content.Server.Ghost.Roles.Components;
|
||||||
using Content.Server.Ghost.Roles.UI;
|
using Content.Server.Ghost.Roles.UI;
|
||||||
using Content.Server.Mind.Components;
|
using Content.Server.Mind.Components;
|
||||||
using Content.Server.MobState.States;
|
|
||||||
using Content.Server.Players;
|
using Content.Server.Players;
|
||||||
using Content.Shared.Administration;
|
using Content.Shared.Administration;
|
||||||
using Content.Shared.Database;
|
using Content.Shared.Database;
|
||||||
@@ -57,14 +56,14 @@ namespace Content.Server.Ghost.Roles
|
|||||||
{
|
{
|
||||||
switch (args.CurrentMobState)
|
switch (args.CurrentMobState)
|
||||||
{
|
{
|
||||||
case NormalMobState:
|
case DamageState.Alive:
|
||||||
{
|
{
|
||||||
if (!component.Taken)
|
if (!component.Taken)
|
||||||
RegisterGhostRole(component);
|
RegisterGhostRole(component);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
case CriticalMobState:
|
case DamageState.Critical:
|
||||||
case DeadMobState:
|
case DamageState.Dead:
|
||||||
UnregisterGhostRole(component);
|
UnregisterGhostRole(component);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
|||||||
16
Content.Server/MobState/MobStateSystem.Crit.cs
Normal file
16
Content.Server/MobState/MobStateSystem.Crit.cs
Normal file
@@ -0,0 +1,16 @@
|
|||||||
|
using Content.Shared.StatusEffect;
|
||||||
|
|
||||||
|
namespace Content.Server.MobState;
|
||||||
|
|
||||||
|
public sealed partial class MobStateSystem
|
||||||
|
{
|
||||||
|
public override void EnterCritState(EntityUid uid)
|
||||||
|
{
|
||||||
|
base.EnterCritState(uid);
|
||||||
|
|
||||||
|
if (HasComp<StatusEffectsComponent>(uid))
|
||||||
|
{
|
||||||
|
Status.TryRemoveStatusEffect(uid, "Stun");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
19
Content.Server/MobState/MobStateSystem.Dead.cs
Normal file
19
Content.Server/MobState/MobStateSystem.Dead.cs
Normal file
@@ -0,0 +1,19 @@
|
|||||||
|
using Content.Shared.Alert;
|
||||||
|
using Content.Shared.StatusEffect;
|
||||||
|
|
||||||
|
namespace Content.Server.MobState;
|
||||||
|
|
||||||
|
public sealed partial class MobStateSystem
|
||||||
|
{
|
||||||
|
public override void EnterDeadState(EntityUid uid)
|
||||||
|
{
|
||||||
|
base.EnterDeadState(uid);
|
||||||
|
|
||||||
|
Alerts.ShowAlert(uid, AlertType.HumanDead);
|
||||||
|
|
||||||
|
if (HasComp<StatusEffectsComponent>(uid))
|
||||||
|
{
|
||||||
|
Status.TryRemoveStatusEffect(uid, "Stun");
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
29
Content.Server/MobState/MobStateSystem.Norm.cs
Normal file
29
Content.Server/MobState/MobStateSystem.Norm.cs
Normal file
@@ -0,0 +1,29 @@
|
|||||||
|
using Content.Shared.Alert;
|
||||||
|
using Content.Shared.Damage;
|
||||||
|
using Content.Shared.FixedPoint;
|
||||||
|
using Content.Shared.MobState.Components;
|
||||||
|
|
||||||
|
namespace Content.Server.MobState;
|
||||||
|
|
||||||
|
public sealed partial class MobStateSystem
|
||||||
|
{
|
||||||
|
public override void UpdateNormState(EntityUid entity, FixedPoint2 threshold)
|
||||||
|
{
|
||||||
|
base.UpdateNormState(entity, threshold);
|
||||||
|
|
||||||
|
if (!TryComp<DamageableComponent>(entity, out var damageable))
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (!TryComp<MobStateComponent>(entity, out var stateComponent))
|
||||||
|
return;
|
||||||
|
|
||||||
|
short modifier = 0;
|
||||||
|
|
||||||
|
if (TryGetEarliestIncapacitatedState(stateComponent, threshold, out _, out var earliestThreshold) && damageable.TotalDamage != 0)
|
||||||
|
{
|
||||||
|
modifier = (short)(damageable.TotalDamage / (earliestThreshold / 5) + 1);
|
||||||
|
}
|
||||||
|
|
||||||
|
Alerts.ShowAlert(entity, AlertType.HumanHealth, modifier);
|
||||||
|
}
|
||||||
|
}
|
||||||
19
Content.Server/MobState/MobStateSystem.cs
Normal file
19
Content.Server/MobState/MobStateSystem.cs
Normal file
@@ -0,0 +1,19 @@
|
|||||||
|
using Content.Shared.MobState.Components;
|
||||||
|
using Content.Shared.MobState.EntitySystems;
|
||||||
|
using Robust.Shared.GameStates;
|
||||||
|
|
||||||
|
namespace Content.Server.MobState;
|
||||||
|
|
||||||
|
public sealed partial class MobStateSystem : SharedMobStateSystem
|
||||||
|
{
|
||||||
|
public override void Initialize()
|
||||||
|
{
|
||||||
|
base.Initialize();
|
||||||
|
SubscribeLocalEvent<MobStateComponent, ComponentGetState>(OnMobGetState);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnMobGetState(EntityUid uid, MobStateComponent component, ref ComponentGetState args)
|
||||||
|
{
|
||||||
|
args.State = new MobStateComponentState(component.CurrentThreshold);
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,18 +0,0 @@
|
|||||||
using Content.Shared.MobState.State;
|
|
||||||
using Content.Shared.StatusEffect;
|
|
||||||
|
|
||||||
namespace Content.Server.MobState.States
|
|
||||||
{
|
|
||||||
public sealed class CriticalMobState : SharedCriticalMobState
|
|
||||||
{
|
|
||||||
public override void EnterState(EntityUid uid, IEntityManager entityManager)
|
|
||||||
{
|
|
||||||
base.EnterState(uid, entityManager);
|
|
||||||
|
|
||||||
if (entityManager.TryGetComponent(uid, out StatusEffectsComponent? stun))
|
|
||||||
{
|
|
||||||
EntitySystem.Get<StatusEffectsSystem>().TryRemoveStatusEffect(uid, "Stun");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,21 +0,0 @@
|
|||||||
using Content.Shared.Alert;
|
|
||||||
using Content.Shared.MobState.State;
|
|
||||||
using Content.Shared.StatusEffect;
|
|
||||||
|
|
||||||
namespace Content.Server.MobState.States
|
|
||||||
{
|
|
||||||
public sealed class DeadMobState : SharedDeadMobState
|
|
||||||
{
|
|
||||||
public override void EnterState(EntityUid uid, IEntityManager entityManager)
|
|
||||||
{
|
|
||||||
base.EnterState(uid, entityManager);
|
|
||||||
|
|
||||||
EntitySystem.Get<AlertsSystem>().ShowAlert(uid, AlertType.HumanDead);
|
|
||||||
|
|
||||||
if (entityManager.TryGetComponent(uid, out StatusEffectsComponent? stun))
|
|
||||||
{
|
|
||||||
EntitySystem.Get<StatusEffectsSystem>().TryRemoveStatusEffect(uid, "Stun");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,34 +0,0 @@
|
|||||||
using Content.Shared.Alert;
|
|
||||||
using Content.Shared.Damage;
|
|
||||||
using Content.Shared.FixedPoint;
|
|
||||||
using Content.Shared.MobState.Components;
|
|
||||||
using Content.Shared.MobState.State;
|
|
||||||
|
|
||||||
namespace Content.Server.MobState.States
|
|
||||||
{
|
|
||||||
public sealed class NormalMobState : SharedNormalMobState
|
|
||||||
{
|
|
||||||
public override void UpdateState(EntityUid entity, FixedPoint2 threshold, IEntityManager entityManager)
|
|
||||||
{
|
|
||||||
base.UpdateState(entity, threshold, entityManager);
|
|
||||||
|
|
||||||
if (!entityManager.TryGetComponent(entity, out DamageableComponent? damageable))
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (!entityManager.TryGetComponent(entity, out MobStateComponent? stateComponent))
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
short modifier = 0;
|
|
||||||
|
|
||||||
if (stateComponent.TryGetEarliestIncapacitatedState(threshold, out _, out var earliestThreshold) && damageable.TotalDamage != 0)
|
|
||||||
{
|
|
||||||
modifier = (short)(damageable.TotalDamage / (earliestThreshold / 5) + 1);
|
|
||||||
}
|
|
||||||
EntitySystem.Get<AlertsSystem>().ShowAlert(entity, AlertType.HumanHealth, modifier);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -2,6 +2,7 @@ using System.Linq;
|
|||||||
using Content.Shared.Damage.Prototypes;
|
using Content.Shared.Damage.Prototypes;
|
||||||
using Content.Shared.FixedPoint;
|
using Content.Shared.FixedPoint;
|
||||||
using Content.Shared.Inventory;
|
using Content.Shared.Inventory;
|
||||||
|
using Content.Shared.MobState;
|
||||||
using Content.Shared.MobState.Components;
|
using Content.Shared.MobState.Components;
|
||||||
using Content.Shared.Radiation.Events;
|
using Content.Shared.Radiation.Events;
|
||||||
using Robust.Shared.GameStates;
|
using Robust.Shared.GameStates;
|
||||||
@@ -256,7 +257,7 @@ namespace Content.Shared.Damage
|
|||||||
int ent1DeadState = 0;
|
int ent1DeadState = 0;
|
||||||
foreach (var state in oldstate._highestToLowestStates)
|
foreach (var state in oldstate._highestToLowestStates)
|
||||||
{
|
{
|
||||||
if (state.Value.IsDead())
|
if (state.Value == DamageState.Dead)
|
||||||
{
|
{
|
||||||
ent1DeadState = state.Key;
|
ent1DeadState = state.Key;
|
||||||
}
|
}
|
||||||
@@ -265,7 +266,7 @@ namespace Content.Shared.Damage
|
|||||||
int ent2DeadState = 0;
|
int ent2DeadState = 0;
|
||||||
foreach (var state in newstate._highestToLowestStates)
|
foreach (var state in newstate._highestToLowestStates)
|
||||||
{
|
{
|
||||||
if (state.Value.IsDead())
|
if (state.Value == DamageState.Dead)
|
||||||
{
|
{
|
||||||
ent2DeadState = state.Key;
|
ent2DeadState = state.Key;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,11 +1,8 @@
|
|||||||
using System.Diagnostics.CodeAnalysis;
|
|
||||||
using System.Linq;
|
using System.Linq;
|
||||||
using Content.Shared.Alert;
|
|
||||||
using Content.Shared.Damage;
|
using Content.Shared.Damage;
|
||||||
using Content.Shared.FixedPoint;
|
using Content.Shared.FixedPoint;
|
||||||
using Content.Shared.MobState.State;
|
using Content.Shared.MobState.EntitySystems;
|
||||||
using Robust.Shared.GameStates;
|
using Robust.Shared.GameStates;
|
||||||
using Robust.Shared.Serialization;
|
|
||||||
|
|
||||||
namespace Content.Shared.MobState.Components
|
namespace Content.Shared.MobState.Components
|
||||||
{
|
{
|
||||||
@@ -19,8 +16,6 @@ namespace Content.Shared.MobState.Components
|
|||||||
[NetworkedComponent]
|
[NetworkedComponent]
|
||||||
public sealed class MobStateComponent : Component
|
public sealed class MobStateComponent : Component
|
||||||
{
|
{
|
||||||
[Dependency] private readonly IEntityManager _entMan = default!;
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// States that this <see cref="MobStateComponent"/> mapped to
|
/// States that this <see cref="MobStateComponent"/> mapped to
|
||||||
/// the amount of damage at which they are triggered.
|
/// the amount of damage at which they are triggered.
|
||||||
@@ -30,294 +25,43 @@ namespace Content.Shared.MobState.Components
|
|||||||
/// </summary>
|
/// </summary>
|
||||||
[ViewVariables]
|
[ViewVariables]
|
||||||
[DataField("thresholds")]
|
[DataField("thresholds")]
|
||||||
private readonly SortedDictionary<int, IMobState> _lowestToHighestStates = new();
|
public readonly SortedDictionary<int, DamageState> _lowestToHighestStates = new();
|
||||||
|
|
||||||
// TODO Remove Nullability?
|
// TODO Remove Nullability?
|
||||||
[ViewVariables]
|
[ViewVariables]
|
||||||
public IMobState? CurrentState { get; private set; }
|
public DamageState? CurrentState { get; set; }
|
||||||
|
|
||||||
[ViewVariables]
|
[ViewVariables]
|
||||||
public FixedPoint2? CurrentThreshold { get; private set; }
|
public FixedPoint2? CurrentThreshold { get; set; }
|
||||||
|
|
||||||
public IEnumerable<KeyValuePair<int, IMobState>> _highestToLowestStates => _lowestToHighestStates.Reverse();
|
public IEnumerable<KeyValuePair<int, DamageState>> _highestToLowestStates => _lowestToHighestStates.Reverse();
|
||||||
|
|
||||||
protected override void Startup()
|
|
||||||
{
|
|
||||||
base.Startup();
|
|
||||||
|
|
||||||
if (CurrentState != null && CurrentThreshold != null)
|
|
||||||
{
|
|
||||||
// Initialize with given states
|
|
||||||
SetMobState(null, (CurrentState, CurrentThreshold.Value));
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
// Initialize with some amount of damage, defaulting to 0.
|
|
||||||
UpdateState(_entMan.GetComponentOrNull<DamageableComponent>(Owner)?.TotalDamage ?? FixedPoint2.Zero);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
protected override void OnRemove()
|
|
||||||
{
|
|
||||||
EntitySystem.Get<AlertsSystem>().ClearAlert(Owner, AlertType.HumanHealth);
|
|
||||||
|
|
||||||
base.OnRemove();
|
|
||||||
}
|
|
||||||
|
|
||||||
public override ComponentState GetComponentState()
|
|
||||||
{
|
|
||||||
return new MobStateComponentState(CurrentThreshold);
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
|
|
||||||
{
|
|
||||||
base.HandleComponentState(curState, nextState);
|
|
||||||
|
|
||||||
if (curState is not MobStateComponentState state)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (CurrentThreshold == state.CurrentThreshold)
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (state.CurrentThreshold == null)
|
|
||||||
{
|
|
||||||
RemoveState();
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
UpdateState(state.CurrentThreshold.Value);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
|
[Obsolete("Use MobStateSystem")]
|
||||||
public bool IsAlive()
|
public bool IsAlive()
|
||||||
{
|
{
|
||||||
return CurrentState?.IsAlive() ?? false;
|
return IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<SharedMobStateSystem>()
|
||||||
|
.IsAlive(Owner, this);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[Obsolete("Use MobStateSystem")]
|
||||||
public bool IsCritical()
|
public bool IsCritical()
|
||||||
{
|
{
|
||||||
return CurrentState?.IsCritical() ?? false;
|
return IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<SharedMobStateSystem>()
|
||||||
|
.IsCritical(Owner, this);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[Obsolete("Use MobStateSystem")]
|
||||||
public bool IsDead()
|
public bool IsDead()
|
||||||
{
|
{
|
||||||
return CurrentState?.IsDead() ?? false;
|
return IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<SharedMobStateSystem>()
|
||||||
|
.IsDead(Owner, this);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
[Obsolete("Use MobStateSystem")]
|
||||||
public bool IsIncapacitated()
|
public bool IsIncapacitated()
|
||||||
{
|
{
|
||||||
return CurrentState?.IsIncapacitated() ?? false;
|
return IoCManager.Resolve<IEntitySystemManager>().GetEntitySystem<SharedMobStateSystem>()
|
||||||
}
|
.IsIncapacitated(Owner, this);
|
||||||
|
|
||||||
public (IMobState state, FixedPoint2 threshold)? GetState(FixedPoint2 damage)
|
|
||||||
{
|
|
||||||
foreach (var (threshold, state) in _highestToLowestStates)
|
|
||||||
{
|
|
||||||
if (damage >= threshold)
|
|
||||||
{
|
|
||||||
return (state, threshold);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool TryGetState(
|
|
||||||
FixedPoint2 damage,
|
|
||||||
[NotNullWhen(true)] out IMobState? state,
|
|
||||||
out FixedPoint2 threshold)
|
|
||||||
{
|
|
||||||
var highestState = GetState(damage);
|
|
||||||
|
|
||||||
if (highestState == null)
|
|
||||||
{
|
|
||||||
state = default;
|
|
||||||
threshold = default;
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
(state, threshold) = highestState.Value;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
private (IMobState state, FixedPoint2 threshold)? GetEarliestState(FixedPoint2 minimumDamage, Predicate<IMobState> predicate)
|
|
||||||
{
|
|
||||||
foreach (var (threshold, state) in _lowestToHighestStates)
|
|
||||||
{
|
|
||||||
if (threshold < minimumDamage ||
|
|
||||||
!predicate(state))
|
|
||||||
{
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
return (state, threshold);
|
|
||||||
}
|
|
||||||
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
private (IMobState state, FixedPoint2 threshold)? GetPreviousState(FixedPoint2 maximumDamage, Predicate<IMobState> predicate)
|
|
||||||
{
|
|
||||||
foreach (var (threshold, state) in _highestToLowestStates)
|
|
||||||
{
|
|
||||||
if (threshold > maximumDamage ||
|
|
||||||
!predicate(state))
|
|
||||||
{
|
|
||||||
continue;
|
|
||||||
}
|
|
||||||
|
|
||||||
return (state, threshold);
|
|
||||||
}
|
|
||||||
|
|
||||||
return null;
|
|
||||||
}
|
|
||||||
|
|
||||||
public (IMobState state, FixedPoint2 threshold)? GetEarliestCriticalState(FixedPoint2 minimumDamage)
|
|
||||||
{
|
|
||||||
return GetEarliestState(minimumDamage, s => s.IsCritical());
|
|
||||||
}
|
|
||||||
|
|
||||||
public (IMobState state, FixedPoint2 threshold)? GetEarliestIncapacitatedState(FixedPoint2 minimumDamage)
|
|
||||||
{
|
|
||||||
return GetEarliestState(minimumDamage, s => s.IsIncapacitated());
|
|
||||||
}
|
|
||||||
|
|
||||||
public (IMobState state, FixedPoint2 threshold)? GetEarliestDeadState(FixedPoint2 minimumDamage)
|
|
||||||
{
|
|
||||||
return GetEarliestState(minimumDamage, s => s.IsDead());
|
|
||||||
}
|
|
||||||
|
|
||||||
public (IMobState state, FixedPoint2 threshold)? GetPreviousCriticalState(FixedPoint2 minimumDamage)
|
|
||||||
{
|
|
||||||
return GetPreviousState(minimumDamage, s => s.IsCritical());
|
|
||||||
}
|
|
||||||
|
|
||||||
private bool TryGetState(
|
|
||||||
(IMobState state, FixedPoint2 threshold)? tuple,
|
|
||||||
[NotNullWhen(true)] out IMobState? state,
|
|
||||||
out FixedPoint2 threshold)
|
|
||||||
{
|
|
||||||
if (tuple == null)
|
|
||||||
{
|
|
||||||
state = default;
|
|
||||||
threshold = default;
|
|
||||||
return false;
|
|
||||||
}
|
|
||||||
|
|
||||||
(state, threshold) = tuple.Value;
|
|
||||||
return true;
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool TryGetEarliestCriticalState(
|
|
||||||
FixedPoint2 minimumDamage,
|
|
||||||
[NotNullWhen(true)] out IMobState? state,
|
|
||||||
out FixedPoint2 threshold)
|
|
||||||
{
|
|
||||||
var earliestState = GetEarliestCriticalState(minimumDamage);
|
|
||||||
|
|
||||||
return TryGetState(earliestState, out state, out threshold);
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool TryGetEarliestIncapacitatedState(
|
|
||||||
FixedPoint2 minimumDamage,
|
|
||||||
[NotNullWhen(true)] out IMobState? state,
|
|
||||||
out FixedPoint2 threshold)
|
|
||||||
{
|
|
||||||
var earliestState = GetEarliestIncapacitatedState(minimumDamage);
|
|
||||||
|
|
||||||
return TryGetState(earliestState, out state, out threshold);
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool TryGetEarliestDeadState(
|
|
||||||
FixedPoint2 minimumDamage,
|
|
||||||
[NotNullWhen(true)] out IMobState? state,
|
|
||||||
out FixedPoint2 threshold)
|
|
||||||
{
|
|
||||||
var earliestState = GetEarliestDeadState(minimumDamage);
|
|
||||||
|
|
||||||
return TryGetState(earliestState, out state, out threshold);
|
|
||||||
}
|
|
||||||
|
|
||||||
public bool TryGetPreviousCriticalState(
|
|
||||||
FixedPoint2 maximumDamage,
|
|
||||||
[NotNullWhen(true)] out IMobState? state,
|
|
||||||
out FixedPoint2 threshold)
|
|
||||||
{
|
|
||||||
var earliestState = GetPreviousCriticalState(maximumDamage);
|
|
||||||
|
|
||||||
return TryGetState(earliestState, out state, out threshold);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void RemoveState()
|
|
||||||
{
|
|
||||||
var old = CurrentState;
|
|
||||||
CurrentState = null;
|
|
||||||
CurrentThreshold = null;
|
|
||||||
|
|
||||||
SetMobState(old, null);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Updates the mob state..
|
|
||||||
/// </summary>
|
|
||||||
public void UpdateState(FixedPoint2 damage)
|
|
||||||
{
|
|
||||||
if (!TryGetState(damage, out var newState, out var threshold))
|
|
||||||
{
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
SetMobState(CurrentState, (newState, threshold));
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Sets the mob state and marks the component as dirty.
|
|
||||||
/// </summary>
|
|
||||||
private void SetMobState(IMobState? old, (IMobState state, FixedPoint2 threshold)? current)
|
|
||||||
{
|
|
||||||
var entMan = _entMan;
|
|
||||||
|
|
||||||
if (!current.HasValue)
|
|
||||||
{
|
|
||||||
old?.ExitState(Owner, entMan);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
var (state, threshold) = current.Value;
|
|
||||||
|
|
||||||
CurrentThreshold = threshold;
|
|
||||||
|
|
||||||
if (state == old)
|
|
||||||
{
|
|
||||||
state.UpdateState(Owner, threshold, entMan);
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
|
|
||||||
old?.ExitState(Owner, entMan);
|
|
||||||
|
|
||||||
CurrentState = state;
|
|
||||||
|
|
||||||
state.EnterState(Owner, entMan);
|
|
||||||
state.UpdateState(Owner, threshold, entMan);
|
|
||||||
|
|
||||||
var message = new MobStateChangedEvent(this, old, state);
|
|
||||||
entMan.EventBus.RaiseLocalEvent(Owner, message, true);
|
|
||||||
Dirty();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
[Serializable, NetSerializable]
|
|
||||||
public sealed class MobStateComponentState : ComponentState
|
|
||||||
{
|
|
||||||
public readonly FixedPoint2? CurrentThreshold;
|
|
||||||
|
|
||||||
public MobStateComponentState(FixedPoint2? currentThreshold)
|
|
||||||
{
|
|
||||||
CurrentThreshold = currentThreshold;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -3,7 +3,7 @@ using Robust.Shared.Serialization;
|
|||||||
namespace Content.Shared.MobState
|
namespace Content.Shared.MobState
|
||||||
{
|
{
|
||||||
[Serializable, NetSerializable]
|
[Serializable, NetSerializable]
|
||||||
public enum DamageStateVisuals
|
public enum DamageStateVisuals : byte
|
||||||
{
|
{
|
||||||
State
|
State
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,148 +0,0 @@
|
|||||||
using Content.Shared.ActionBlocker;
|
|
||||||
using Content.Shared.Damage;
|
|
||||||
using Content.Shared.DragDrop;
|
|
||||||
using Content.Shared.Emoting;
|
|
||||||
using Content.Shared.Interaction.Events;
|
|
||||||
using Content.Shared.Inventory.Events;
|
|
||||||
using Content.Shared.Item;
|
|
||||||
using Content.Shared.MobState.Components;
|
|
||||||
using Content.Shared.MobState.State;
|
|
||||||
using Content.Shared.Movement;
|
|
||||||
using Content.Shared.Movement.Events;
|
|
||||||
using Content.Shared.Pulling.Events;
|
|
||||||
using Content.Shared.Speech;
|
|
||||||
using Content.Shared.Standing;
|
|
||||||
using Content.Shared.Throwing;
|
|
||||||
|
|
||||||
namespace Content.Shared.MobState.EntitySystems
|
|
||||||
{
|
|
||||||
public sealed class MobStateSystem : EntitySystem
|
|
||||||
{
|
|
||||||
[Dependency] private readonly ActionBlockerSystem _blocker = default!;
|
|
||||||
|
|
||||||
public override void Initialize()
|
|
||||||
{
|
|
||||||
base.Initialize();
|
|
||||||
|
|
||||||
SubscribeLocalEvent<MobStateComponent, ChangeDirectionAttemptEvent>(OnChangeDirectionAttempt);
|
|
||||||
SubscribeLocalEvent<MobStateComponent, UseAttemptEvent>(OnUseAttempt);
|
|
||||||
SubscribeLocalEvent<MobStateComponent, InteractionAttemptEvent>(OnInteractAttempt);
|
|
||||||
SubscribeLocalEvent<MobStateComponent, ThrowAttemptEvent>(OnThrowAttempt);
|
|
||||||
SubscribeLocalEvent<MobStateComponent, SpeakAttemptEvent>(OnSpeakAttempt);
|
|
||||||
SubscribeLocalEvent<MobStateComponent, IsEquippingAttemptEvent>(OnEquipAttempt);
|
|
||||||
SubscribeLocalEvent<MobStateComponent, EmoteAttemptEvent>(OnEmoteAttempt);
|
|
||||||
SubscribeLocalEvent<MobStateComponent, IsUnequippingAttemptEvent>(OnUnequipAttempt);
|
|
||||||
SubscribeLocalEvent<MobStateComponent, DropAttemptEvent>(OnDropAttempt);
|
|
||||||
SubscribeLocalEvent<MobStateComponent, PickupAttemptEvent>(OnPickupAttempt);
|
|
||||||
SubscribeLocalEvent<MobStateComponent, StartPullAttemptEvent>(OnStartPullAttempt);
|
|
||||||
SubscribeLocalEvent<MobStateComponent, DamageChangedEvent>(UpdateState);
|
|
||||||
SubscribeLocalEvent<MobStateComponent, UpdateCanMoveEvent>(OnMoveAttempt);
|
|
||||||
SubscribeLocalEvent<MobStateComponent, StandAttemptEvent>(OnStandAttempt);
|
|
||||||
SubscribeLocalEvent<MobStateChangedEvent>(OnStateChanged);
|
|
||||||
// Note that there's no check for Down attempts because if a mob's in crit or dead, they can be downed...
|
|
||||||
}
|
|
||||||
|
|
||||||
#region ActionBlocker
|
|
||||||
private void OnStateChanged(MobStateChangedEvent ev)
|
|
||||||
{
|
|
||||||
_blocker.UpdateCanMove(ev.Entity);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void CheckAct(EntityUid uid, MobStateComponent component, CancellableEntityEventArgs args)
|
|
||||||
{
|
|
||||||
switch (component.CurrentState)
|
|
||||||
{
|
|
||||||
case SharedDeadMobState:
|
|
||||||
case SharedCriticalMobState:
|
|
||||||
args.Cancel();
|
|
||||||
break;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnChangeDirectionAttempt(EntityUid uid, MobStateComponent component, ChangeDirectionAttemptEvent args)
|
|
||||||
{
|
|
||||||
CheckAct(uid, component, args);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnUseAttempt(EntityUid uid, MobStateComponent component, UseAttemptEvent args)
|
|
||||||
{
|
|
||||||
CheckAct(uid, component, args);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnInteractAttempt(EntityUid uid, MobStateComponent component, InteractionAttemptEvent args)
|
|
||||||
{
|
|
||||||
CheckAct(uid, component, args);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnThrowAttempt(EntityUid uid, MobStateComponent component, ThrowAttemptEvent args)
|
|
||||||
{
|
|
||||||
CheckAct(uid, component, args);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnSpeakAttempt(EntityUid uid, MobStateComponent component, SpeakAttemptEvent args)
|
|
||||||
{
|
|
||||||
CheckAct(uid, component, args);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnEquipAttempt(EntityUid uid, MobStateComponent component, IsEquippingAttemptEvent args)
|
|
||||||
{
|
|
||||||
// is this a self-equip, or are they being stripped?
|
|
||||||
if (args.Equipee == uid)
|
|
||||||
CheckAct(uid, component, args);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnEmoteAttempt(EntityUid uid, MobStateComponent component, EmoteAttemptEvent args)
|
|
||||||
{
|
|
||||||
CheckAct(uid, component, args);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnUnequipAttempt(EntityUid uid, MobStateComponent component, IsUnequippingAttemptEvent args)
|
|
||||||
{
|
|
||||||
// is this a self-equip, or are they being stripped?
|
|
||||||
if (args.Unequipee == uid)
|
|
||||||
CheckAct(uid, component, args);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnDropAttempt(EntityUid uid, MobStateComponent component, DropAttemptEvent args)
|
|
||||||
{
|
|
||||||
CheckAct(uid, component, args);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnPickupAttempt(EntityUid uid, MobStateComponent component, PickupAttemptEvent args)
|
|
||||||
{
|
|
||||||
CheckAct(uid, component, args);
|
|
||||||
}
|
|
||||||
|
|
||||||
#endregion
|
|
||||||
|
|
||||||
private void OnStartPullAttempt(EntityUid uid, MobStateComponent component, StartPullAttemptEvent args)
|
|
||||||
{
|
|
||||||
if (component.IsIncapacitated())
|
|
||||||
args.Cancel();
|
|
||||||
}
|
|
||||||
|
|
||||||
public void UpdateState(EntityUid _, MobStateComponent component, DamageChangedEvent args)
|
|
||||||
{
|
|
||||||
component.UpdateState(args.Damageable.TotalDamage);
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnMoveAttempt(EntityUid uid, MobStateComponent component, UpdateCanMoveEvent args)
|
|
||||||
{
|
|
||||||
switch (component.CurrentState)
|
|
||||||
{
|
|
||||||
case SharedCriticalMobState:
|
|
||||||
case SharedDeadMobState:
|
|
||||||
args.Cancel();
|
|
||||||
return;
|
|
||||||
default:
|
|
||||||
return;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
private void OnStandAttempt(EntityUid uid, MobStateComponent component, StandAttemptEvent args)
|
|
||||||
{
|
|
||||||
if (component.IsIncapacitated())
|
|
||||||
args.Cancel();
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -0,0 +1,26 @@
|
|||||||
|
using Content.Shared.Alert;
|
||||||
|
using Content.Shared.FixedPoint;
|
||||||
|
|
||||||
|
namespace Content.Shared.MobState.EntitySystems;
|
||||||
|
|
||||||
|
public abstract partial class SharedMobStateSystem
|
||||||
|
{
|
||||||
|
public virtual void EnterCritState(EntityUid uid)
|
||||||
|
{
|
||||||
|
Alerts.ShowAlert(uid, AlertType.HumanCrit);
|
||||||
|
|
||||||
|
Standing.Down(uid);
|
||||||
|
|
||||||
|
if (TryComp<AppearanceComponent>(uid, out var appearance))
|
||||||
|
{
|
||||||
|
appearance.SetData(DamageStateVisuals.State, DamageState.Critical);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual void ExitCritState(EntityUid uid)
|
||||||
|
{
|
||||||
|
Standing.Stand(uid);
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual void UpdateCritState(EntityUid entity, FixedPoint2 threshold) {}
|
||||||
|
}
|
||||||
@@ -0,0 +1,36 @@
|
|||||||
|
using Content.Shared.FixedPoint;
|
||||||
|
|
||||||
|
namespace Content.Shared.MobState.EntitySystems;
|
||||||
|
|
||||||
|
public abstract partial class SharedMobStateSystem
|
||||||
|
{
|
||||||
|
public virtual void EnterDeadState(EntityUid uid)
|
||||||
|
{
|
||||||
|
EnsureComp<CollisionWakeComponent>(uid);
|
||||||
|
Standing.Down(uid);
|
||||||
|
|
||||||
|
if (Standing.IsDown(uid) && TryComp<PhysicsComponent>(uid, out var physics))
|
||||||
|
{
|
||||||
|
physics.CanCollide = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (TryComp<AppearanceComponent>(uid, out var appearance))
|
||||||
|
{
|
||||||
|
appearance.SetData(DamageStateVisuals.State, DamageState.Dead);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual void ExitDeadState(EntityUid uid)
|
||||||
|
{
|
||||||
|
RemComp<CollisionWakeComponent>(uid);
|
||||||
|
|
||||||
|
Standing.Stand(uid);
|
||||||
|
|
||||||
|
if (!Standing.IsDown(uid) && TryComp<PhysicsComponent>(uid, out var physics))
|
||||||
|
{
|
||||||
|
physics.CanCollide = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual void UpdateDeadState(EntityUid entity, FixedPoint2 threshold) {}
|
||||||
|
}
|
||||||
@@ -0,0 +1,20 @@
|
|||||||
|
using Content.Shared.FixedPoint;
|
||||||
|
|
||||||
|
namespace Content.Shared.MobState.EntitySystems;
|
||||||
|
|
||||||
|
public abstract partial class SharedMobStateSystem
|
||||||
|
{
|
||||||
|
public virtual void EnterNormState(EntityUid uid)
|
||||||
|
{
|
||||||
|
Standing.Stand(uid);
|
||||||
|
|
||||||
|
if (TryComp<AppearanceComponent>(uid, out var appearance))
|
||||||
|
{
|
||||||
|
appearance.SetData(DamageStateVisuals.State, DamageState.Alive);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual void UpdateNormState(EntityUid entity, FixedPoint2 threshold) {}
|
||||||
|
|
||||||
|
public virtual void ExitNormState(EntityUid uid) {}
|
||||||
|
}
|
||||||
473
Content.Shared/MobState/EntitySystems/SharedMobStateSystem.cs
Normal file
473
Content.Shared/MobState/EntitySystems/SharedMobStateSystem.cs
Normal file
@@ -0,0 +1,473 @@
|
|||||||
|
using System.Diagnostics.CodeAnalysis;
|
||||||
|
using Content.Shared.ActionBlocker;
|
||||||
|
using Content.Shared.Alert;
|
||||||
|
using Content.Shared.Damage;
|
||||||
|
using Content.Shared.DragDrop;
|
||||||
|
using Content.Shared.Emoting;
|
||||||
|
using Content.Shared.FixedPoint;
|
||||||
|
using Content.Shared.Interaction.Events;
|
||||||
|
using Content.Shared.Inventory.Events;
|
||||||
|
using Content.Shared.Item;
|
||||||
|
using Content.Shared.MobState.Components;
|
||||||
|
using Content.Shared.Movement.Events;
|
||||||
|
using Content.Shared.Pulling.Events;
|
||||||
|
using Content.Shared.Speech;
|
||||||
|
using Content.Shared.Standing;
|
||||||
|
using Content.Shared.StatusEffect;
|
||||||
|
using Content.Shared.Throwing;
|
||||||
|
using Robust.Shared.Serialization;
|
||||||
|
|
||||||
|
namespace Content.Shared.MobState.EntitySystems
|
||||||
|
{
|
||||||
|
public abstract partial class SharedMobStateSystem : EntitySystem
|
||||||
|
{
|
||||||
|
[Dependency] protected readonly AlertsSystem Alerts = default!;
|
||||||
|
[Dependency] private readonly ActionBlockerSystem _blocker = default!;
|
||||||
|
[Dependency] protected readonly StandingStateSystem Standing = default!;
|
||||||
|
[Dependency] protected readonly StatusEffectsSystem Status = default!;
|
||||||
|
|
||||||
|
public override void Initialize()
|
||||||
|
{
|
||||||
|
base.Initialize();
|
||||||
|
|
||||||
|
SubscribeLocalEvent<MobStateComponent, ComponentShutdown>(OnMobShutdown);
|
||||||
|
SubscribeLocalEvent<MobStateComponent, ComponentStartup>(OnMobStartup);
|
||||||
|
|
||||||
|
SubscribeLocalEvent<MobStateComponent, ChangeDirectionAttemptEvent>(OnChangeDirectionAttempt);
|
||||||
|
SubscribeLocalEvent<MobStateComponent, UseAttemptEvent>(OnUseAttempt);
|
||||||
|
SubscribeLocalEvent<MobStateComponent, InteractionAttemptEvent>(OnInteractAttempt);
|
||||||
|
SubscribeLocalEvent<MobStateComponent, ThrowAttemptEvent>(OnThrowAttempt);
|
||||||
|
SubscribeLocalEvent<MobStateComponent, SpeakAttemptEvent>(OnSpeakAttempt);
|
||||||
|
SubscribeLocalEvent<MobStateComponent, IsEquippingAttemptEvent>(OnEquipAttempt);
|
||||||
|
SubscribeLocalEvent<MobStateComponent, EmoteAttemptEvent>(OnEmoteAttempt);
|
||||||
|
SubscribeLocalEvent<MobStateComponent, IsUnequippingAttemptEvent>(OnUnequipAttempt);
|
||||||
|
SubscribeLocalEvent<MobStateComponent, DropAttemptEvent>(OnDropAttempt);
|
||||||
|
SubscribeLocalEvent<MobStateComponent, PickupAttemptEvent>(OnPickupAttempt);
|
||||||
|
SubscribeLocalEvent<MobStateComponent, StartPullAttemptEvent>(OnStartPullAttempt);
|
||||||
|
SubscribeLocalEvent<MobStateComponent, DamageChangedEvent>(UpdateState);
|
||||||
|
SubscribeLocalEvent<MobStateComponent, UpdateCanMoveEvent>(OnMoveAttempt);
|
||||||
|
SubscribeLocalEvent<MobStateComponent, StandAttemptEvent>(OnStandAttempt);
|
||||||
|
SubscribeLocalEvent<MobStateChangedEvent>(OnStateChanged);
|
||||||
|
// Note that there's no check for Down attempts because if a mob's in crit or dead, they can be downed...
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnMobStartup(EntityUid uid, MobStateComponent component, ComponentStartup args)
|
||||||
|
{
|
||||||
|
if (component.CurrentState != null && component.CurrentThreshold != null)
|
||||||
|
{
|
||||||
|
// Initialize with given states
|
||||||
|
SetMobState(component, null, (component.CurrentState.Value, component.CurrentThreshold.Value));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// Initialize with some amount of damage, defaulting to 0.
|
||||||
|
UpdateState(component, CompOrNull<DamageableComponent>(uid)?.TotalDamage ?? FixedPoint2.Zero);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnMobShutdown(EntityUid uid, MobStateComponent component, ComponentShutdown args)
|
||||||
|
{
|
||||||
|
Alerts.ClearAlert(uid, AlertType.HumanHealth);
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool IsAlive(EntityUid uid, MobStateComponent? component = null)
|
||||||
|
{
|
||||||
|
if (!Resolve(uid, ref component, false)) return false;
|
||||||
|
return component.CurrentState == DamageState.Alive;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool IsCritical(EntityUid uid, MobStateComponent? component = null)
|
||||||
|
{
|
||||||
|
if (!Resolve(uid, ref component, false)) return false;
|
||||||
|
return component.CurrentState == DamageState.Critical;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool IsDead(EntityUid uid, MobStateComponent? component = null)
|
||||||
|
{
|
||||||
|
if (!Resolve(uid, ref component, false)) return false;
|
||||||
|
return component.CurrentState == DamageState.Dead;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool IsIncapacitated(EntityUid uid, MobStateComponent? component = null)
|
||||||
|
{
|
||||||
|
if (!Resolve(uid, ref component, false)) return false;
|
||||||
|
return component.CurrentState is DamageState.Critical or DamageState.Dead;
|
||||||
|
}
|
||||||
|
|
||||||
|
#region ActionBlocker
|
||||||
|
private void OnStateChanged(MobStateChangedEvent ev)
|
||||||
|
{
|
||||||
|
_blocker.UpdateCanMove(ev.Entity);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void CheckAct(EntityUid uid, MobStateComponent component, CancellableEntityEventArgs args)
|
||||||
|
{
|
||||||
|
switch (component.CurrentState)
|
||||||
|
{
|
||||||
|
case DamageState.Dead:
|
||||||
|
case DamageState.Critical:
|
||||||
|
args.Cancel();
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnChangeDirectionAttempt(EntityUid uid, MobStateComponent component, ChangeDirectionAttemptEvent args)
|
||||||
|
{
|
||||||
|
CheckAct(uid, component, args);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnUseAttempt(EntityUid uid, MobStateComponent component, UseAttemptEvent args)
|
||||||
|
{
|
||||||
|
CheckAct(uid, component, args);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnInteractAttempt(EntityUid uid, MobStateComponent component, InteractionAttemptEvent args)
|
||||||
|
{
|
||||||
|
CheckAct(uid, component, args);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnThrowAttempt(EntityUid uid, MobStateComponent component, ThrowAttemptEvent args)
|
||||||
|
{
|
||||||
|
CheckAct(uid, component, args);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnSpeakAttempt(EntityUid uid, MobStateComponent component, SpeakAttemptEvent args)
|
||||||
|
{
|
||||||
|
CheckAct(uid, component, args);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnEquipAttempt(EntityUid uid, MobStateComponent component, IsEquippingAttemptEvent args)
|
||||||
|
{
|
||||||
|
// is this a self-equip, or are they being stripped?
|
||||||
|
if (args.Equipee == uid)
|
||||||
|
CheckAct(uid, component, args);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnEmoteAttempt(EntityUid uid, MobStateComponent component, EmoteAttemptEvent args)
|
||||||
|
{
|
||||||
|
CheckAct(uid, component, args);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnUnequipAttempt(EntityUid uid, MobStateComponent component, IsUnequippingAttemptEvent args)
|
||||||
|
{
|
||||||
|
// is this a self-equip, or are they being stripped?
|
||||||
|
if (args.Unequipee == uid)
|
||||||
|
CheckAct(uid, component, args);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnDropAttempt(EntityUid uid, MobStateComponent component, DropAttemptEvent args)
|
||||||
|
{
|
||||||
|
CheckAct(uid, component, args);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnPickupAttempt(EntityUid uid, MobStateComponent component, PickupAttemptEvent args)
|
||||||
|
{
|
||||||
|
CheckAct(uid, component, args);
|
||||||
|
}
|
||||||
|
|
||||||
|
#endregion
|
||||||
|
|
||||||
|
private void OnStartPullAttempt(EntityUid uid, MobStateComponent component, StartPullAttemptEvent args)
|
||||||
|
{
|
||||||
|
if (IsIncapacitated(uid, component))
|
||||||
|
args.Cancel();
|
||||||
|
}
|
||||||
|
|
||||||
|
public void UpdateState(EntityUid _, MobStateComponent component, DamageChangedEvent args)
|
||||||
|
{
|
||||||
|
UpdateState(component, args.Damageable.TotalDamage);
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnMoveAttempt(EntityUid uid, MobStateComponent component, UpdateCanMoveEvent args)
|
||||||
|
{
|
||||||
|
switch (component.CurrentState)
|
||||||
|
{
|
||||||
|
case DamageState.Critical:
|
||||||
|
case DamageState.Dead:
|
||||||
|
args.Cancel();
|
||||||
|
return;
|
||||||
|
default:
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
private void OnStandAttempt(EntityUid uid, MobStateComponent component, StandAttemptEvent args)
|
||||||
|
{
|
||||||
|
if (IsIncapacitated(uid, component))
|
||||||
|
args.Cancel();
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual void RemoveState(MobStateComponent component)
|
||||||
|
{
|
||||||
|
var old = component.CurrentState;
|
||||||
|
component.CurrentState = null;
|
||||||
|
component.CurrentThreshold = null;
|
||||||
|
|
||||||
|
SetMobState(component, old, null);
|
||||||
|
}
|
||||||
|
|
||||||
|
public virtual void EnterState(MobStateComponent? component, DamageState? state)
|
||||||
|
{
|
||||||
|
// TODO: Thanks buckle
|
||||||
|
if (component == null) return;
|
||||||
|
|
||||||
|
switch (state)
|
||||||
|
{
|
||||||
|
case DamageState.Alive:
|
||||||
|
EnterNormState(component.Owner);
|
||||||
|
break;
|
||||||
|
case DamageState.Critical:
|
||||||
|
EnterCritState(component.Owner);
|
||||||
|
break;
|
||||||
|
case DamageState.Dead:
|
||||||
|
EnterDeadState(component.Owner);
|
||||||
|
break;
|
||||||
|
case null:
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
throw new NotImplementedException();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
protected virtual void UpdateState(MobStateComponent component, DamageState? state, FixedPoint2 threshold)
|
||||||
|
{
|
||||||
|
switch (state)
|
||||||
|
{
|
||||||
|
case DamageState.Alive:
|
||||||
|
UpdateNormState(component.Owner, threshold);
|
||||||
|
break;
|
||||||
|
case DamageState.Critical:
|
||||||
|
UpdateCritState(component.Owner, threshold);
|
||||||
|
break;
|
||||||
|
case DamageState.Dead:
|
||||||
|
UpdateDeadState(component.Owner, threshold);
|
||||||
|
break;
|
||||||
|
case null:
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
throw new NotImplementedException();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
protected virtual void ExitState(MobStateComponent component, DamageState? state)
|
||||||
|
{
|
||||||
|
switch (state)
|
||||||
|
{
|
||||||
|
case DamageState.Alive:
|
||||||
|
ExitNormState(component.Owner);
|
||||||
|
break;
|
||||||
|
case DamageState.Critical:
|
||||||
|
ExitCritState(component.Owner);
|
||||||
|
break;
|
||||||
|
case DamageState.Dead:
|
||||||
|
ExitDeadState(component.Owner);
|
||||||
|
break;
|
||||||
|
case null:
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
throw new NotImplementedException();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Updates the mob state..
|
||||||
|
/// </summary>
|
||||||
|
public void UpdateState(MobStateComponent component, FixedPoint2 damage)
|
||||||
|
{
|
||||||
|
if (!TryGetState(component, damage, out var newState, out var threshold))
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
SetMobState(component, component.CurrentState, (newState.Value, threshold));
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Sets the mob state and marks the component as dirty.
|
||||||
|
/// </summary>
|
||||||
|
private void SetMobState(MobStateComponent component, DamageState? old, (DamageState state, FixedPoint2 threshold)? current)
|
||||||
|
{
|
||||||
|
if (!current.HasValue)
|
||||||
|
{
|
||||||
|
ExitState(component, old);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
var (state, threshold) = current.Value;
|
||||||
|
|
||||||
|
component.CurrentThreshold = threshold;
|
||||||
|
|
||||||
|
if (state == old)
|
||||||
|
{
|
||||||
|
UpdateState(component, state, threshold);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
ExitState(component, old);
|
||||||
|
|
||||||
|
component.CurrentState = state;
|
||||||
|
|
||||||
|
EnterState(component, state);
|
||||||
|
UpdateState(component, state, threshold);
|
||||||
|
|
||||||
|
var message = new MobStateChangedEvent(component, old, state);
|
||||||
|
RaiseLocalEvent(component.Owner, message, true);
|
||||||
|
Dirty(component);
|
||||||
|
}
|
||||||
|
|
||||||
|
public (DamageState state, FixedPoint2 threshold)? GetState(MobStateComponent component, FixedPoint2 damage)
|
||||||
|
{
|
||||||
|
foreach (var (threshold, state) in component._highestToLowestStates)
|
||||||
|
{
|
||||||
|
if (damage >= threshold)
|
||||||
|
{
|
||||||
|
return (state, threshold);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool TryGetState(
|
||||||
|
MobStateComponent component,
|
||||||
|
FixedPoint2 damage,
|
||||||
|
[NotNullWhen(true)] out DamageState? state,
|
||||||
|
out FixedPoint2 threshold)
|
||||||
|
{
|
||||||
|
var highestState = GetState(component, damage);
|
||||||
|
|
||||||
|
if (highestState == null)
|
||||||
|
{
|
||||||
|
state = default;
|
||||||
|
threshold = default;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
(state, threshold) = highestState.Value;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
private (DamageState state, FixedPoint2 threshold)? GetEarliestState(MobStateComponent component, FixedPoint2 minimumDamage, Predicate<DamageState> predicate)
|
||||||
|
{
|
||||||
|
foreach (var (threshold, state) in component._lowestToHighestStates)
|
||||||
|
{
|
||||||
|
if (threshold < minimumDamage ||
|
||||||
|
!predicate(state))
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
return (state, threshold);
|
||||||
|
}
|
||||||
|
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
private (DamageState state, FixedPoint2 threshold)? GetPreviousState(MobStateComponent component, FixedPoint2 maximumDamage, Predicate<DamageState> predicate)
|
||||||
|
{
|
||||||
|
foreach (var (threshold, state) in component._highestToLowestStates)
|
||||||
|
{
|
||||||
|
if (threshold > maximumDamage ||
|
||||||
|
!predicate(state))
|
||||||
|
{
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
return (state, threshold);
|
||||||
|
}
|
||||||
|
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
public (DamageState state, FixedPoint2 threshold)? GetEarliestCriticalState(MobStateComponent component, FixedPoint2 minimumDamage)
|
||||||
|
{
|
||||||
|
return GetEarliestState(component, minimumDamage, s => s == DamageState.Critical);
|
||||||
|
}
|
||||||
|
|
||||||
|
public (DamageState state, FixedPoint2 threshold)? GetEarliestIncapacitatedState(MobStateComponent component, FixedPoint2 minimumDamage)
|
||||||
|
{
|
||||||
|
return GetEarliestState(component, minimumDamage, s => s is DamageState.Critical or DamageState.Dead);
|
||||||
|
}
|
||||||
|
|
||||||
|
public (DamageState state, FixedPoint2 threshold)? GetEarliestDeadState(MobStateComponent component, FixedPoint2 minimumDamage)
|
||||||
|
{
|
||||||
|
return GetEarliestState(component, minimumDamage, s => s == DamageState.Dead);
|
||||||
|
}
|
||||||
|
|
||||||
|
public (DamageState state, FixedPoint2 threshold)? GetPreviousCriticalState(MobStateComponent component, FixedPoint2 minimumDamage)
|
||||||
|
{
|
||||||
|
return GetPreviousState(component, minimumDamage, s => s == DamageState.Critical);
|
||||||
|
}
|
||||||
|
|
||||||
|
private bool TryGetState(
|
||||||
|
(DamageState state, FixedPoint2 threshold)? tuple,
|
||||||
|
[NotNullWhen(true)] out DamageState? state,
|
||||||
|
out FixedPoint2 threshold)
|
||||||
|
{
|
||||||
|
if (tuple == null)
|
||||||
|
{
|
||||||
|
state = default;
|
||||||
|
threshold = default;
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
|
(state, threshold) = tuple.Value;
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool TryGetEarliestCriticalState(
|
||||||
|
MobStateComponent component,
|
||||||
|
FixedPoint2 minimumDamage,
|
||||||
|
[NotNullWhen(true)] out DamageState? state,
|
||||||
|
out FixedPoint2 threshold)
|
||||||
|
{
|
||||||
|
var earliestState = GetEarliestCriticalState(component, minimumDamage);
|
||||||
|
|
||||||
|
return TryGetState(earliestState, out state, out threshold);
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool TryGetEarliestIncapacitatedState(
|
||||||
|
MobStateComponent component,
|
||||||
|
FixedPoint2 minimumDamage,
|
||||||
|
[NotNullWhen(true)] out DamageState? state,
|
||||||
|
out FixedPoint2 threshold)
|
||||||
|
{
|
||||||
|
var earliestState = GetEarliestIncapacitatedState(component, minimumDamage);
|
||||||
|
|
||||||
|
return TryGetState(earliestState, out state, out threshold);
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool TryGetEarliestDeadState(
|
||||||
|
MobStateComponent component,
|
||||||
|
FixedPoint2 minimumDamage,
|
||||||
|
[NotNullWhen(true)] out DamageState? state,
|
||||||
|
out FixedPoint2 threshold)
|
||||||
|
{
|
||||||
|
var earliestState = GetEarliestDeadState(component, minimumDamage);
|
||||||
|
|
||||||
|
return TryGetState(earliestState, out state, out threshold);
|
||||||
|
}
|
||||||
|
|
||||||
|
public bool TryGetPreviousCriticalState(
|
||||||
|
MobStateComponent component,
|
||||||
|
FixedPoint2 maximumDamage,
|
||||||
|
[NotNullWhen(true)] out DamageState? state,
|
||||||
|
out FixedPoint2 threshold)
|
||||||
|
{
|
||||||
|
var earliestState = GetPreviousCriticalState(component, maximumDamage);
|
||||||
|
|
||||||
|
return TryGetState(earliestState, out state, out threshold);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Serializable, NetSerializable]
|
||||||
|
protected sealed class MobStateComponentState : ComponentState
|
||||||
|
{
|
||||||
|
public readonly FixedPoint2? CurrentThreshold;
|
||||||
|
|
||||||
|
public MobStateComponentState(FixedPoint2? currentThreshold)
|
||||||
|
{
|
||||||
|
CurrentThreshold = currentThreshold;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -1,5 +1,4 @@
|
|||||||
using Content.Shared.MobState.Components;
|
using Content.Shared.MobState.Components;
|
||||||
using Content.Shared.MobState.State;
|
|
||||||
|
|
||||||
namespace Content.Shared.MobState
|
namespace Content.Shared.MobState
|
||||||
{
|
{
|
||||||
@@ -7,8 +6,8 @@ namespace Content.Shared.MobState
|
|||||||
{
|
{
|
||||||
public MobStateChangedEvent(
|
public MobStateChangedEvent(
|
||||||
MobStateComponent component,
|
MobStateComponent component,
|
||||||
IMobState? oldMobState,
|
DamageState? oldMobState,
|
||||||
IMobState currentMobState)
|
DamageState currentMobState)
|
||||||
{
|
{
|
||||||
Component = component;
|
Component = component;
|
||||||
OldMobState = oldMobState;
|
OldMobState = oldMobState;
|
||||||
@@ -19,8 +18,35 @@ namespace Content.Shared.MobState
|
|||||||
|
|
||||||
public MobStateComponent Component { get; }
|
public MobStateComponent Component { get; }
|
||||||
|
|
||||||
public IMobState? OldMobState { get; }
|
public DamageState? OldMobState { get; }
|
||||||
|
|
||||||
public IMobState CurrentMobState { get; }
|
public DamageState CurrentMobState { get; }
|
||||||
|
}
|
||||||
|
|
||||||
|
public static class A
|
||||||
|
{
|
||||||
|
[Obsolete("Just check for the enum value instead")]
|
||||||
|
public static bool IsAlive(this DamageState state)
|
||||||
|
{
|
||||||
|
return state == DamageState.Alive;
|
||||||
|
}
|
||||||
|
|
||||||
|
[Obsolete("Just check for the enum value instead")]
|
||||||
|
public static bool IsCritical(this DamageState state)
|
||||||
|
{
|
||||||
|
return state == DamageState.Critical;
|
||||||
|
}
|
||||||
|
|
||||||
|
[Obsolete("Just check for the enum value instead")]
|
||||||
|
public static bool IsDead(this DamageState state)
|
||||||
|
{
|
||||||
|
return state == DamageState.Dead;
|
||||||
|
}
|
||||||
|
|
||||||
|
[Obsolete("Just check for the enum value instead")]
|
||||||
|
public static bool IsIncapacitated(this DamageState state)
|
||||||
|
{
|
||||||
|
return state is DamageState.Dead or DamageState.Critical;
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -1,36 +0,0 @@
|
|||||||
using Content.Shared.FixedPoint;
|
|
||||||
|
|
||||||
namespace Content.Shared.MobState.State
|
|
||||||
{
|
|
||||||
[ImplicitDataDefinitionForInheritors]
|
|
||||||
public abstract class BaseMobState : IMobState
|
|
||||||
{
|
|
||||||
protected abstract DamageState DamageState { get; }
|
|
||||||
|
|
||||||
public virtual bool IsAlive()
|
|
||||||
{
|
|
||||||
return DamageState == DamageState.Alive;
|
|
||||||
}
|
|
||||||
|
|
||||||
public virtual bool IsCritical()
|
|
||||||
{
|
|
||||||
return DamageState == DamageState.Critical;
|
|
||||||
}
|
|
||||||
|
|
||||||
public virtual bool IsDead()
|
|
||||||
{
|
|
||||||
return DamageState == DamageState.Dead;
|
|
||||||
}
|
|
||||||
|
|
||||||
public virtual bool IsIncapacitated()
|
|
||||||
{
|
|
||||||
return IsCritical() || IsDead();
|
|
||||||
}
|
|
||||||
|
|
||||||
public virtual void EnterState(EntityUid uid, IEntityManager entityManager) { }
|
|
||||||
|
|
||||||
public virtual void ExitState(EntityUid uid, IEntityManager entityManager) { }
|
|
||||||
|
|
||||||
public virtual void UpdateState(EntityUid entity, FixedPoint2 threshold, IEntityManager entityManager) { }
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,40 +0,0 @@
|
|||||||
using Content.Shared.FixedPoint;
|
|
||||||
|
|
||||||
namespace Content.Shared.MobState.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
|
|
||||||
{
|
|
||||||
bool IsAlive();
|
|
||||||
|
|
||||||
bool IsCritical();
|
|
||||||
|
|
||||||
bool IsDead();
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Checks if the mob is in a critical or dead state.
|
|
||||||
/// See <see cref="IsCritical"/> and <see cref="IsDead"/>.
|
|
||||||
/// </summary>
|
|
||||||
/// <returns>true if it is, false otherwise.</returns>
|
|
||||||
bool IsIncapacitated();
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Called when this state is entered.
|
|
||||||
/// </summary>
|
|
||||||
void EnterState(EntityUid uid, IEntityManager entityManager);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Called when this state is left for a different state.
|
|
||||||
/// </summary>
|
|
||||||
void ExitState(EntityUid uid, IEntityManager entityManager);
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Called when this state is updated.
|
|
||||||
/// </summary>
|
|
||||||
void UpdateState(EntityUid entity, FixedPoint2 threshold, IEntityManager entityManager);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,34 +0,0 @@
|
|||||||
using Content.Shared.Alert;
|
|
||||||
using Content.Shared.Standing;
|
|
||||||
|
|
||||||
namespace Content.Shared.MobState.State
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// A state in which an entity is disabled from acting due to sufficient damage (considered unconscious).
|
|
||||||
/// </summary>
|
|
||||||
public abstract class SharedCriticalMobState : BaseMobState
|
|
||||||
{
|
|
||||||
protected override DamageState DamageState => DamageState.Critical;
|
|
||||||
|
|
||||||
public override void EnterState(EntityUid uid, IEntityManager entityManager)
|
|
||||||
{
|
|
||||||
base.EnterState(uid, entityManager);
|
|
||||||
|
|
||||||
EntitySystem.Get<AlertsSystem>().ShowAlert(uid, AlertType.HumanCrit); // TODO: combine humancrit-0 and humancrit-1 into a gif and display it
|
|
||||||
|
|
||||||
EntitySystem.Get<StandingStateSystem>().Down(uid);
|
|
||||||
|
|
||||||
if (entityManager.TryGetComponent(uid, out AppearanceComponent? appearance))
|
|
||||||
{
|
|
||||||
appearance.SetData(DamageStateVisuals.State, DamageState.Critical);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void ExitState(EntityUid uid, IEntityManager entityManager)
|
|
||||||
{
|
|
||||||
base.ExitState(uid, entityManager);
|
|
||||||
|
|
||||||
EntitySystem.Get<StandingStateSystem>().Stand(uid);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,44 +0,0 @@
|
|||||||
using Content.Shared.Standing;
|
|
||||||
|
|
||||||
namespace Content.Shared.MobState.State
|
|
||||||
{
|
|
||||||
public abstract class SharedDeadMobState : BaseMobState
|
|
||||||
{
|
|
||||||
protected override DamageState DamageState => DamageState.Dead;
|
|
||||||
|
|
||||||
public override void EnterState(EntityUid uid, IEntityManager entityManager)
|
|
||||||
{
|
|
||||||
base.EnterState(uid, entityManager);
|
|
||||||
entityManager.EnsureComponent<CollisionWakeComponent>(uid);
|
|
||||||
var standingState = EntitySystem.Get<StandingStateSystem>();
|
|
||||||
standingState.Down(uid);
|
|
||||||
|
|
||||||
if (standingState.IsDown(uid) && entityManager.TryGetComponent(uid, out PhysicsComponent? physics))
|
|
||||||
{
|
|
||||||
physics.CanCollide = false;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (entityManager.TryGetComponent(uid, out AppearanceComponent? appearance))
|
|
||||||
{
|
|
||||||
appearance.SetData(DamageStateVisuals.State, DamageState.Dead);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void ExitState(EntityUid uid, IEntityManager entityManager)
|
|
||||||
{
|
|
||||||
base.ExitState(uid, entityManager);
|
|
||||||
if (entityManager.HasComponent<CollisionWakeComponent>(uid))
|
|
||||||
{
|
|
||||||
entityManager.RemoveComponent<CollisionWakeComponent>(uid);
|
|
||||||
}
|
|
||||||
|
|
||||||
var standingState = EntitySystem.Get<StandingStateSystem>();
|
|
||||||
standingState.Stand(uid);
|
|
||||||
|
|
||||||
if (!standingState.IsDown(uid) && entityManager.TryGetComponent(uid, out PhysicsComponent? physics))
|
|
||||||
{
|
|
||||||
physics.CanCollide = true;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -1,24 +0,0 @@
|
|||||||
using Content.Shared.Standing;
|
|
||||||
|
|
||||||
|
|
||||||
namespace Content.Shared.MobState.State
|
|
||||||
{
|
|
||||||
/// <summary>
|
|
||||||
/// The standard state an entity is in; no negative effects.
|
|
||||||
/// </summary>
|
|
||||||
public abstract class SharedNormalMobState : BaseMobState
|
|
||||||
{
|
|
||||||
protected override DamageState DamageState => DamageState.Alive;
|
|
||||||
|
|
||||||
public override void EnterState(EntityUid uid, IEntityManager entityManager)
|
|
||||||
{
|
|
||||||
base.EnterState(uid, entityManager);
|
|
||||||
EntitySystem.Get<StandingStateSystem>().Stand(uid);
|
|
||||||
|
|
||||||
if (entityManager.TryGetComponent(uid, out AppearanceComponent? appearance))
|
|
||||||
{
|
|
||||||
appearance.SetData(DamageStateVisuals.State, DamageState.Alive);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
@@ -68,7 +68,7 @@
|
|||||||
- type: Actions
|
- type: Actions
|
||||||
- type: MobState
|
- type: MobState
|
||||||
thresholds:
|
thresholds:
|
||||||
0: !type:NormalMobState {}
|
0: Alive
|
||||||
# criticalThreshold: 50
|
# criticalThreshold: 50
|
||||||
# deadThreshold: 120
|
# deadThreshold: 120
|
||||||
|
|
||||||
|
|||||||
@@ -95,9 +95,9 @@
|
|||||||
- FlyingMobLayer
|
- FlyingMobLayer
|
||||||
- type: MobState
|
- type: MobState
|
||||||
thresholds:
|
thresholds:
|
||||||
0: !type:NormalMobState {}
|
0: Alive
|
||||||
5: !type:CriticalMobState {}
|
5: Critical
|
||||||
10: !type:DeadMobState {}
|
10: Dead
|
||||||
- type: Appearance
|
- type: Appearance
|
||||||
- type: DamageStateVisuals
|
- type: DamageStateVisuals
|
||||||
rotate: true
|
rotate: true
|
||||||
@@ -310,9 +310,9 @@
|
|||||||
- FlyingMobLayer
|
- FlyingMobLayer
|
||||||
- type: MobState
|
- type: MobState
|
||||||
thresholds:
|
thresholds:
|
||||||
0: !type:NormalMobState {}
|
0: Alive
|
||||||
5: !type:CriticalMobState {}
|
5: Critical
|
||||||
10: !type:DeadMobState {}
|
10: Dead
|
||||||
- type: RandomSpriteColor
|
- type: RandomSpriteColor
|
||||||
state: butterfly
|
state: butterfly
|
||||||
colors:
|
colors:
|
||||||
@@ -763,9 +763,9 @@
|
|||||||
- SmallMobLayer
|
- SmallMobLayer
|
||||||
- type: MobState
|
- type: MobState
|
||||||
thresholds:
|
thresholds:
|
||||||
0: !type:NormalMobState {}
|
0: Alive
|
||||||
10: !type:CriticalMobState {}
|
10: Critical
|
||||||
20: !type:DeadMobState {}
|
20: Dead
|
||||||
- type: MovementSpeedModifier
|
- type: MovementSpeedModifier
|
||||||
baseWalkSpeed : 5
|
baseWalkSpeed : 5
|
||||||
baseSprintSpeed : 5
|
baseSprintSpeed : 5
|
||||||
|
|||||||
@@ -32,8 +32,8 @@
|
|||||||
- type: MovementIgnoreGravity
|
- type: MovementIgnoreGravity
|
||||||
- type: MobState
|
- type: MobState
|
||||||
thresholds:
|
thresholds:
|
||||||
0: !type:NormalMobState {}
|
0: Alive
|
||||||
150: !type:DeadMobState {}
|
150: Dead
|
||||||
- type: Appearance
|
- type: Appearance
|
||||||
- type: DamageStateVisuals
|
- type: DamageStateVisuals
|
||||||
states:
|
states:
|
||||||
|
|||||||
@@ -37,9 +37,9 @@
|
|||||||
- MobLayer
|
- MobLayer
|
||||||
- type: MobState
|
- type: MobState
|
||||||
thresholds:
|
thresholds:
|
||||||
0: !type:NormalMobState {}
|
0: Alive
|
||||||
50: !type:CriticalMobState {}
|
50: Critical
|
||||||
100: !type:DeadMobState {}
|
100: Dead
|
||||||
- type: MovementIgnoreGravity
|
- type: MovementIgnoreGravity
|
||||||
- type: Appearance
|
- type: Appearance
|
||||||
- type: DamageStateVisuals
|
- type: DamageStateVisuals
|
||||||
|
|||||||
@@ -37,9 +37,9 @@
|
|||||||
- MobLayer
|
- MobLayer
|
||||||
- type: MobState
|
- type: MobState
|
||||||
thresholds:
|
thresholds:
|
||||||
0: !type:NormalMobState {}
|
0: Alive
|
||||||
150: !type:CriticalMobState {}
|
150: Critical
|
||||||
200: !type:DeadMobState {}
|
200: Dead
|
||||||
- type: MeleeWeapon
|
- type: MeleeWeapon
|
||||||
range: 1
|
range: 1
|
||||||
arcwidth: 0
|
arcwidth: 0
|
||||||
@@ -156,9 +156,9 @@
|
|||||||
- SmallMobLayer
|
- SmallMobLayer
|
||||||
- type: MobState
|
- type: MobState
|
||||||
thresholds:
|
thresholds:
|
||||||
0: !type:NormalMobState {}
|
0: Alive
|
||||||
30: !type:CriticalMobState {}
|
30: Critical
|
||||||
60: !type:DeadMobState {}
|
60: Dead
|
||||||
- type: MeleeWeapon
|
- type: MeleeWeapon
|
||||||
range: 1
|
range: 1
|
||||||
arcwidth: 0
|
arcwidth: 0
|
||||||
|
|||||||
@@ -92,9 +92,9 @@
|
|||||||
Heat : 0.1 #per second, scales with temperature & other constants
|
Heat : 0.1 #per second, scales with temperature & other constants
|
||||||
- type: MobState
|
- type: MobState
|
||||||
thresholds:
|
thresholds:
|
||||||
0: !type:NormalMobState {}
|
0: Alive
|
||||||
50: !type:CriticalMobState {}
|
50: Critical
|
||||||
100: !type:DeadMobState {}
|
100: Dead
|
||||||
- type: Destructible
|
- type: Destructible
|
||||||
thresholds:
|
thresholds:
|
||||||
- trigger:
|
- trigger:
|
||||||
|
|||||||
@@ -36,8 +36,8 @@
|
|||||||
- SmallMobLayer
|
- SmallMobLayer
|
||||||
- type: MobState
|
- type: MobState
|
||||||
thresholds:
|
thresholds:
|
||||||
0: !type:NormalMobState {}
|
0: Alive
|
||||||
15: !type:DeadMobState {}
|
15: Dead
|
||||||
- type: MovementIgnoreGravity
|
- type: MovementIgnoreGravity
|
||||||
- type: Appearance
|
- type: Appearance
|
||||||
- type: DamageStateVisuals
|
- type: DamageStateVisuals
|
||||||
|
|||||||
@@ -50,8 +50,8 @@
|
|||||||
- MobLayer
|
- MobLayer
|
||||||
- type: MobState
|
- type: MobState
|
||||||
thresholds:
|
thresholds:
|
||||||
0: !type:NormalMobState {}
|
0: Alive
|
||||||
200: !type:DeadMobState {}
|
200: Dead
|
||||||
- type: Bloodstream
|
- type: Bloodstream
|
||||||
bloodReagent: FluorosulfuricAcid
|
bloodReagent: FluorosulfuricAcid
|
||||||
bloodlossDamage:
|
bloodlossDamage:
|
||||||
@@ -121,8 +121,8 @@
|
|||||||
state: running
|
state: running
|
||||||
- type: MobState
|
- type: MobState
|
||||||
thresholds:
|
thresholds:
|
||||||
0: !type:NormalMobState {}
|
0: Alive
|
||||||
300: !type:DeadMobState {}
|
300: Dead
|
||||||
- type: SlowOnDamage
|
- type: SlowOnDamage
|
||||||
speedModifierThresholds:
|
speedModifierThresholds:
|
||||||
250: 0.7
|
250: 0.7
|
||||||
@@ -151,8 +151,8 @@
|
|||||||
state: running
|
state: running
|
||||||
- type: MobState
|
- type: MobState
|
||||||
thresholds:
|
thresholds:
|
||||||
0: !type:NormalMobState {}
|
0: Alive
|
||||||
200: !type:DeadMobState {}
|
200: Dead
|
||||||
- type: MovementSpeedModifier
|
- type: MovementSpeedModifier
|
||||||
baseWalkSpeed : 3.0
|
baseWalkSpeed : 3.0
|
||||||
baseSprintSpeed : 5.5
|
baseSprintSpeed : 5.5
|
||||||
@@ -184,8 +184,8 @@
|
|||||||
state: running
|
state: running
|
||||||
- type: MobState
|
- type: MobState
|
||||||
thresholds:
|
thresholds:
|
||||||
0: !type:NormalMobState {}
|
0: Alive
|
||||||
1500: !type:DeadMobState {}
|
1500: Dead
|
||||||
- type: MovementSpeedModifier
|
- type: MovementSpeedModifier
|
||||||
baseWalkSpeed : 2.8
|
baseWalkSpeed : 2.8
|
||||||
baseSprintSpeed : 3.8
|
baseSprintSpeed : 3.8
|
||||||
@@ -222,8 +222,8 @@
|
|||||||
state: running
|
state: running
|
||||||
- type: MobState
|
- type: MobState
|
||||||
thresholds:
|
thresholds:
|
||||||
0: !type:NormalMobState {}
|
0: Alive
|
||||||
550: !type:DeadMobState {}
|
550: Dead
|
||||||
- type: MovementSpeedModifier
|
- type: MovementSpeedModifier
|
||||||
baseWalkSpeed : 2.3
|
baseWalkSpeed : 2.3
|
||||||
baseSprintSpeed : 4.2
|
baseSprintSpeed : 4.2
|
||||||
@@ -260,8 +260,8 @@
|
|||||||
state: running
|
state: running
|
||||||
- type: MobState
|
- type: MobState
|
||||||
thresholds:
|
thresholds:
|
||||||
0: !type:NormalMobState {}
|
0: Alive
|
||||||
250: !type:DeadMobState {}
|
250: Dead
|
||||||
- type: MovementSpeedModifier
|
- type: MovementSpeedModifier
|
||||||
baseWalkSpeed : 2.7
|
baseWalkSpeed : 2.7
|
||||||
baseSprintSpeed : 6.0
|
baseSprintSpeed : 6.0
|
||||||
@@ -308,8 +308,8 @@
|
|||||||
state: running
|
state: running
|
||||||
- type: MobState
|
- type: MobState
|
||||||
thresholds:
|
thresholds:
|
||||||
0: !type:NormalMobState {}
|
0: Alive
|
||||||
300: !type:DeadMobState {}
|
300: Dead
|
||||||
- type: SlowOnDamage
|
- type: SlowOnDamage
|
||||||
speedModifierThresholds:
|
speedModifierThresholds:
|
||||||
250: 0.4
|
250: 0.4
|
||||||
|
|||||||
@@ -55,9 +55,9 @@
|
|||||||
- FlyingMobLayer
|
- FlyingMobLayer
|
||||||
- type: MobState
|
- type: MobState
|
||||||
thresholds:
|
thresholds:
|
||||||
0: !type:NormalMobState {}
|
0: Alive
|
||||||
450: !type:CriticalMobState {}
|
450: Critical
|
||||||
500: !type:DeadMobState {}
|
500: Dead
|
||||||
- type: Metabolizer
|
- type: Metabolizer
|
||||||
solutionOnBody: false
|
solutionOnBody: false
|
||||||
updateFrequency: 0.25
|
updateFrequency: 0.25
|
||||||
|
|||||||
@@ -56,9 +56,9 @@
|
|||||||
interactFailureString: petting-failure-corrupted-corgi
|
interactFailureString: petting-failure-corrupted-corgi
|
||||||
- type: MobState
|
- type: MobState
|
||||||
thresholds:
|
thresholds:
|
||||||
0: !type:NormalMobState {}
|
0: Alive
|
||||||
80: !type:CriticalMobState {}
|
80: Critical
|
||||||
160: !type:DeadMobState {}
|
160: Dead
|
||||||
- type: Grammar
|
- type: Grammar
|
||||||
attributes:
|
attributes:
|
||||||
gender: male
|
gender: male
|
||||||
|
|||||||
@@ -50,7 +50,7 @@
|
|||||||
damageContainer: Biological
|
damageContainer: Biological
|
||||||
- type: MobState
|
- type: MobState
|
||||||
thresholds:
|
thresholds:
|
||||||
0: !type:NormalMobState {}
|
0: Alive
|
||||||
- type: HeatResistance
|
- type: HeatResistance
|
||||||
- type: CombatMode
|
- type: CombatMode
|
||||||
- type: Internals
|
- type: Internals
|
||||||
|
|||||||
@@ -96,8 +96,8 @@
|
|||||||
baseSprintSpeed : 5
|
baseSprintSpeed : 5
|
||||||
- type: MobState
|
- type: MobState
|
||||||
thresholds:
|
thresholds:
|
||||||
0: !type:NormalMobState {}
|
0: Alive
|
||||||
60: !type:DeadMobState {}
|
60: Dead
|
||||||
- type: Flashable
|
- type: Flashable
|
||||||
- type: NoSlip
|
- type: NoSlip
|
||||||
- type: StatusEffects
|
- type: StatusEffects
|
||||||
@@ -190,8 +190,8 @@
|
|||||||
baseSprintSpeed : 2
|
baseSprintSpeed : 2
|
||||||
- type: MobState
|
- type: MobState
|
||||||
thresholds:
|
thresholds:
|
||||||
0: !type:NormalMobState {}
|
0: Alive
|
||||||
1000: !type:DeadMobState {}
|
1000: Dead
|
||||||
- type: Sprite
|
- type: Sprite
|
||||||
drawdepth: Mobs
|
drawdepth: Mobs
|
||||||
netsync: false
|
netsync: false
|
||||||
|
|||||||
@@ -235,9 +235,9 @@
|
|||||||
- type: Internals
|
- type: Internals
|
||||||
- type: MobState
|
- type: MobState
|
||||||
thresholds:
|
thresholds:
|
||||||
0: !type:NormalMobState {}
|
0: Alive
|
||||||
100: !type:CriticalMobState {}
|
100: Critical
|
||||||
200: !type:DeadMobState {}
|
200: Dead
|
||||||
- type: Destructible
|
- type: Destructible
|
||||||
thresholds:
|
thresholds:
|
||||||
- trigger:
|
- trigger:
|
||||||
@@ -442,9 +442,9 @@
|
|||||||
damageContainer: Biological
|
damageContainer: Biological
|
||||||
- type: MobState
|
- type: MobState
|
||||||
thresholds:
|
thresholds:
|
||||||
0: !type:NormalMobState {}
|
0: Alive
|
||||||
100: !type:CriticalMobState {}
|
100: Critical
|
||||||
200: !type:DeadMobState {}
|
200: Dead
|
||||||
- type: Appearance
|
- type: Appearance
|
||||||
visuals:
|
visuals:
|
||||||
- type: RotationVisualizer
|
- type: RotationVisualizer
|
||||||
|
|||||||
@@ -185,8 +185,8 @@
|
|||||||
- type: Internals
|
- type: Internals
|
||||||
- type: MobState
|
- type: MobState
|
||||||
thresholds:
|
thresholds:
|
||||||
0: !type:NormalMobState {}
|
0: Alive
|
||||||
100: !type:DeadMobState {}
|
100: Dead
|
||||||
- type: Destructible
|
- type: Destructible
|
||||||
thresholds:
|
thresholds:
|
||||||
- trigger:
|
- trigger:
|
||||||
|
|||||||
@@ -47,7 +47,7 @@
|
|||||||
# Note that the personal AI never "dies".
|
# Note that the personal AI never "dies".
|
||||||
- type: MobState
|
- type: MobState
|
||||||
thresholds:
|
thresholds:
|
||||||
0: !type:NormalMobState {}
|
0: Alive
|
||||||
- type: Appearance
|
- type: Appearance
|
||||||
visuals:
|
visuals:
|
||||||
- type: GenericEnumVisualizer
|
- type: GenericEnumVisualizer
|
||||||
|
|||||||
@@ -1,25 +1,36 @@
|
|||||||
//This shader defines two circles - everything inside the inner circle will be darkened, while everything outside the outer circle
|
// Has 2 circles, an inner one that is unaffected and an outer one. Anything past the outer one is full red
|
||||||
//will be full black. Between the inner and outer circle it LERPs from the inner darkness to full black.
|
// and in-between is a gradient.
|
||||||
|
|
||||||
light_mode unshaded;
|
light_mode unshaded;
|
||||||
|
|
||||||
const highp float darknessAlphaInner = 0.6;
|
uniform highp vec3 color;
|
||||||
const highp float innerCircleRadius = 40.0; //Note: this is in pixels
|
uniform highp float time;
|
||||||
const highp float outerCircleRadius = 80.0;
|
// Uniforms because it makes testing way easier. If needed make it const.
|
||||||
|
uniform highp float outerCircleRadius;
|
||||||
|
uniform highp float outerCircleMaxRadius;
|
||||||
|
uniform highp float innerCircleRadius;
|
||||||
|
uniform highp float innerCircleMaxRadius;
|
||||||
|
uniform highp float darknessAlphaOuter;
|
||||||
|
|
||||||
|
const highp float darknessAlphaInner = 0.0;
|
||||||
|
|
||||||
void fragment() {
|
void fragment() {
|
||||||
highp vec2 pixelSize = vec2(1.0/SCREEN_PIXEL_SIZE.x, 1.0/SCREEN_PIXEL_SIZE.y);
|
highp vec2 pixelSize = vec2(1.0/SCREEN_PIXEL_SIZE.x, 1.0/SCREEN_PIXEL_SIZE.y);
|
||||||
highp vec2 pixelCenter = pixelSize*0.5;
|
highp vec2 pixelCenter = pixelSize*0.5;
|
||||||
highp float distance = length(FRAGCOORD.xy - pixelCenter);
|
highp float distance = length(FRAGCOORD.xy - pixelCenter);
|
||||||
if(distance > outerCircleRadius){
|
|
||||||
COLOR = vec4(0.0, 0.0, 0.0, 1.0);
|
highp float innerRadius = innerCircleRadius + time * (innerCircleMaxRadius - innerCircleRadius);
|
||||||
|
highp float outerRadius = outerCircleRadius + time * (outerCircleMaxRadius - outerCircleRadius);
|
||||||
|
|
||||||
|
if(distance > outerRadius) {
|
||||||
|
COLOR = vec4(color.x, color.y, color.z, darknessAlphaOuter);
|
||||||
}
|
}
|
||||||
else if(distance < innerCircleRadius){
|
else if(distance < innerRadius) {
|
||||||
COLOR = vec4(0.0, 0.0, 0.0, darknessAlphaInner);
|
COLOR = vec4(0.0, 0.0, 0.0, darknessAlphaInner);
|
||||||
}
|
}
|
||||||
else{
|
else {
|
||||||
highp float intensity = (distance-innerCircleRadius)/(outerCircleRadius-innerCircleRadius);
|
highp float ratio = (distance - innerRadius) / (outerRadius - innerRadius);
|
||||||
COLOR = vec4(0.0, 0.0, 0.0, (1.0-intensity)*darknessAlphaInner + intensity);
|
highp float alpha = darknessAlphaInner + (darknessAlphaOuter - darknessAlphaInner) * ratio;
|
||||||
|
COLOR = vec4(color.x, color.y, color.z, alpha);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user