Cooldown for status effects (#1109)
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1587efbe29
commit
cb5acf7cd3
@@ -7,12 +7,15 @@ using Robust.Client.GameObjects;
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using Robust.Client.Interfaces.ResourceManagement;
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using Robust.Client.Interfaces.UserInterface;
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using Robust.Client.Player;
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using Robust.Client.UserInterface;
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using Robust.Client.UserInterface.Controls;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Players;
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namespace Content.Client.GameObjects.Components.Mobs
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@@ -25,10 +28,12 @@ namespace Content.Client.GameObjects.Components.Mobs
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[Dependency] private readonly IPlayerManager _playerManager;
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[Dependency] private readonly IResourceCache _resourceCache;
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[Dependency] private readonly IUserInterfaceManager _userInterfaceManager;
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[Dependency] private readonly IGameTiming _gameTiming;
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#pragma warning restore 649
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private StatusEffectsUI _ui;
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private IDictionary<StatusEffect, string> _icons = new Dictionary<StatusEffect, string>();
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private Dictionary<StatusEffect, StatusEffectStatus> _status = new Dictionary<StatusEffect, StatusEffectStatus>();
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private Dictionary<StatusEffect, CooldownGraphic> _cooldown = new Dictionary<StatusEffect, CooldownGraphic>();
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/// <summary>
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/// Allows calculating if we need to act due to this component being controlled by the current mob
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@@ -58,9 +63,9 @@ namespace Content.Client.GameObjects.Components.Mobs
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public override void HandleComponentState(ComponentState curState, ComponentState nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (!(curState is StatusEffectComponentState state) || _icons == state.StatusEffects) return;
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_icons = state.StatusEffects;
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UpdateIcons();
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if (!(curState is StatusEffectComponentState state) || _status == state.StatusEffects) return;
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_status = state.StatusEffects;
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UpdateStatusEffects();
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}
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private void PlayerAttached()
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@@ -71,7 +76,7 @@ namespace Content.Client.GameObjects.Components.Mobs
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}
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_ui = new StatusEffectsUI();
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_userInterfaceManager.StateRoot.AddChild(_ui);
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UpdateIcons();
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UpdateStatusEffects();
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}
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private void PlayerDetached()
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@@ -80,32 +85,68 @@ namespace Content.Client.GameObjects.Components.Mobs
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_ui = null;
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}
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public void UpdateIcons()
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public void UpdateStatusEffects()
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{
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if (!CurrentlyControlled || _ui == null)
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{
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return;
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}
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_cooldown.Clear();
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_ui.VBox.DisposeAllChildren();
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foreach (var effect in _icons.OrderBy(x => (int) x.Key))
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foreach (var (key, statusEffect) in _status.OrderBy(x => (int) x.Key))
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{
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TextureRect newIcon = new TextureRect
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var status = new Control()
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{
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TextureScale = (2, 2),
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Texture = _resourceCache.GetTexture(effect.Value)
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Children =
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{
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new TextureRect
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{
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TextureScale = (2, 2),
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Texture = _resourceCache.GetTexture(statusEffect.Icon)
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},
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}
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};
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newIcon.Texture = _resourceCache.GetTexture(effect.Value);
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_ui.VBox.AddChild(newIcon);
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if (statusEffect.Cooldown.HasValue)
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{
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var cooldown = new CooldownGraphic();
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status.Children.Add(cooldown);
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_cooldown[key] = cooldown;
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}
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_ui.VBox.AddChild(status);
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}
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}
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public void RemoveIcon(StatusEffect name)
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public void RemoveStatusEffect(StatusEffect name)
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{
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_icons.Remove(name);
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UpdateIcons();
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Logger.InfoS("statuseffects", $"Removed icon {name}");
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_status.Remove(name);
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UpdateStatusEffects();
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}
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public void FrameUpdate(float frameTime)
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{
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foreach (var (effect, cooldownGraphic) in _cooldown)
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{
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var status = _status[effect];
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if (!status.Cooldown.HasValue)
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{
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cooldownGraphic.Progress = 0;
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cooldownGraphic.Visible = false;
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continue;
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}
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var start = status.Cooldown.Value.Item1;
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var end = status.Cooldown.Value.Item2;
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var length = (end - start).TotalSeconds;
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var progress = (_gameTiming.CurTime - start).TotalSeconds / length;
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var ratio = (progress <= 1 ? (1 - progress) : (_gameTiming.CurTime - end).TotalSeconds * -5);
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cooldownGraphic.Progress = (float)ratio.Clamp(-1, 1);
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cooldownGraphic.Visible = ratio > -1f;
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}
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}
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}
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}
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@@ -0,0 +1,34 @@
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using Content.Client.GameObjects.Components.Mobs;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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namespace Content.Client.GameObjects.EntitySystems
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{
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public class StatusEffectsSystem : EntitySystem
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{
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#pragma warning disable 649
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[Dependency] private IGameTiming _gameTiming;
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#pragma warning restore 649
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public StatusEffectsSystem()
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{
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EntityQuery = new TypeEntityQuery(typeof(ClientStatusEffectsComponent));
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}
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public override void FrameUpdate(float frameTime)
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{
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base.FrameUpdate(frameTime);
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if (!_gameTiming.IsFirstTimePredicted)
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return;
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foreach (var entity in RelevantEntities)
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{
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entity.GetComponent<ClientStatusEffectsComponent>().FrameUpdate(frameTime);
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}
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}
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}
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}
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@@ -66,21 +66,21 @@ namespace Content.Server.GameObjects
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throw new InvalidOperationException(); //these should all be below the crit value, possibly going over multiple thresholds at once?
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}
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var modifier = totaldamage / (critvalue / normalstates); //integer division floors towards zero
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statusEffectsComponent?.ChangeStatus(StatusEffect.Health,
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statusEffectsComponent?.ChangeStatusEffectIcon(StatusEffect.Health,
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"/Textures/Mob/UI/Human/human" + modifier + ".png");
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overlayComponent?.ChangeOverlay(ScreenEffects.None);
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return;
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case ThresholdType.Critical:
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statusEffectsComponent?.ChangeStatus(
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statusEffectsComponent?.ChangeStatusEffectIcon(
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StatusEffect.Health,
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"/Textures/Mob/UI/Human/humancrit-0.png");
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overlayComponent?.ChangeOverlay(ScreenEffects.GradientCircleMask);
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return;
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case ThresholdType.Death:
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statusEffectsComponent?.ChangeStatus(
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statusEffectsComponent?.ChangeStatusEffectIcon(
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StatusEffect.Health,
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"/Textures/Mob/UI/Human/humandead.png");
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overlayComponent?.ChangeOverlay(ScreenEffects.CircleMask);
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@@ -1,3 +1,4 @@
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using System;
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using System.Collections.Generic;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Shared.GameObjects;
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@@ -8,25 +9,48 @@ namespace Content.Server.GameObjects.Components.Mobs
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[ComponentReference(typeof(SharedStatusEffectsComponent))]
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public sealed class ServerStatusEffectsComponent : SharedStatusEffectsComponent
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{
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private readonly Dictionary<StatusEffect, string> _statusEffects = new Dictionary<StatusEffect, string>();
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private readonly Dictionary<StatusEffect, StatusEffectStatus> _statusEffects = new Dictionary<StatusEffect, StatusEffectStatus>();
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public override ComponentState GetComponentState()
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{
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return new StatusEffectComponentState(_statusEffects);
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}
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public void ChangeStatus(StatusEffect effect, string icon)
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public void ChangeStatusEffectIcon(StatusEffect effect, string icon)
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{
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if (_statusEffects.TryGetValue(effect, out string value) && value == icon)
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if (_statusEffects.TryGetValue(effect, out var value) && value.Icon == icon)
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{
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return;
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}
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_statusEffects[effect] = icon;
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_statusEffects[effect] = new StatusEffectStatus()
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{Icon = icon, Cooldown = value.Cooldown};
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Dirty();
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}
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public void RemoveStatus(StatusEffect effect)
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public void ChangeStatusEffectCooldown(StatusEffect effect, ValueTuple<TimeSpan, TimeSpan> cooldown)
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{
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if (_statusEffects.TryGetValue(effect, out var value)
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&& value.Cooldown == cooldown)
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{
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return;
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}
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_statusEffects[effect] = new StatusEffectStatus()
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{
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Icon = value.Icon, Cooldown = cooldown
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};
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Dirty();
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}
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public void ChangeStatusEffect(StatusEffect effect, string icon, ValueTuple<TimeSpan, TimeSpan>? cooldown)
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{
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_statusEffects[effect] = new StatusEffectStatus()
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{Icon = icon, Cooldown = cooldown};
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Dirty();
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}
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public void RemoveStatusEffect(StatusEffect effect)
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{
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if (!_statusEffects.Remove(effect))
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{
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@@ -75,7 +75,7 @@ namespace Content.Server.GameObjects
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{
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base.OnRemove();
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Owner.TryGetComponent(out ServerStatusEffectsComponent statusEffectsComponent);
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statusEffectsComponent?.RemoveStatus(StatusEffect.Health);
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statusEffectsComponent?.RemoveStatusEffect(StatusEffect.Health);
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Owner.TryGetComponent(out ServerOverlayEffectsComponent overlayEffectsComponent);
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overlayEffectsComponent?.ChangeOverlay(ScreenEffects.None);
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@@ -6,6 +6,7 @@ using Content.Server.Interfaces.GameObjects;
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using Content.Server.Mobs;
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using Content.Shared.Audio;
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using Content.Shared.GameObjects.Components.Mobs;
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using Microsoft.Extensions.Logging;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.Audio;
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@@ -15,6 +16,7 @@ using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Timers;
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using Robust.Shared.Interfaces.Timing;
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using Robust.Shared.IoC;
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using Robust.Shared.Log;
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using Robust.Shared.Maths;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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@@ -39,7 +41,7 @@ namespace Content.Server.GameObjects.Components.Mobs
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[ViewVariables]
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public TimeSpan? StunEnd => _lastStun == null
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? (TimeSpan?) null
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: _gameTiming.CurTime + TimeSpan.FromSeconds(_stunnedTimer + _knockdownTimer + _slowdownTimer);
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: _gameTiming.CurTime + (TimeSpan.FromSeconds(Math.Max(_stunnedTimer, Math.Max(_knockdownTimer, _slowdownTimer))));
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private const int StunLevels = 8;
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@@ -56,7 +58,8 @@ namespace Content.Server.GameObjects.Components.Mobs
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private float _walkModifierOverride = 0f;
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private float _runModifierOverride = 0f;
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private readonly string[] _texturesStunOverlay = new string[StunLevels];
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private string _stunTexture;
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private CancellationTokenSource _statusRemoveCancellation = new CancellationTokenSource();
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[ViewVariables] public bool Stunned => _stunnedTimer > 0f;
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[ViewVariables] public bool KnockedDown => _knockdownTimer > 0f;
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@@ -73,16 +76,7 @@ namespace Content.Server.GameObjects.Components.Mobs
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serializer.DataField(ref _slowdownCap, "slowdownCap", 20f);
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serializer.DataField(ref _helpInterval, "helpInterval", 1f);
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serializer.DataField(ref _helpKnockdownRemove, "helpKnockdownRemove", 1f);
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}
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public override void Initialize()
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{
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base.Initialize();
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for (var i = 0; i < StunLevels; i++)
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{
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_texturesStunOverlay[i] = $"/Textures/UserInterface/Inventory/cooldown-{i}.png";
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}
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serializer.DataField(ref _stunTexture, "stunTexture", "/Textures/Objects/Melee/stunbaton.rsi/stunbaton_off.png");
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}
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/// <summary>
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@@ -100,6 +94,8 @@ namespace Content.Server.GameObjects.Components.Mobs
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_stunnedTimer = seconds;
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_lastStun = _gameTiming.CurTime;
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SetStatusEffect();
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}
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/// <summary>
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@@ -117,6 +113,8 @@ namespace Content.Server.GameObjects.Components.Mobs
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_knockdownTimer = seconds;
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_lastStun = _gameTiming.CurTime;
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SetStatusEffect();
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}
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/// <summary>
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@@ -150,6 +148,8 @@ namespace Content.Server.GameObjects.Components.Mobs
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if(Owner.TryGetComponent(out MovementSpeedModifierComponent movement))
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movement.RefreshMovementSpeedModifiers();
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SetStatusEffect();
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}
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/// <summary>
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@@ -174,9 +174,21 @@ namespace Content.Server.GameObjects.Components.Mobs
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_knockdownTimer -= _helpKnockdownRemove;
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SetStatusEffect();
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return true;
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}
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private void SetStatusEffect()
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{
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if (!Owner.TryGetComponent(out ServerStatusEffectsComponent status))
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return;
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status.ChangeStatusEffect(StatusEffect.Stun, _stunTexture, (StunStart == null || StunEnd == null) ? default : (StunStart.Value, StunEnd.Value));
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_statusRemoveCancellation.Cancel();
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_statusRemoveCancellation = new CancellationTokenSource();
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}
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public void Update(float delta)
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{
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if (Stunned)
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@@ -214,33 +226,20 @@ namespace Content.Server.GameObjects.Components.Mobs
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}
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}
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if (!_lastStun.HasValue || !StunEnd.HasValue || !Owner.TryGetComponent(out ServerStatusEffectsComponent status))
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if (!StunStart.HasValue || !StunEnd.HasValue || !Owner.TryGetComponent(out ServerStatusEffectsComponent status))
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return;
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var start = _lastStun.Value;
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var start = StunStart.Value;
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var end = StunEnd.Value;
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var length = (end - start).TotalSeconds;
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var progress = (_gameTiming.CurTime - start).TotalSeconds;
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var ratio = (float)(progress / length);
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var textureIndex = CalculateStunLevel(ratio);
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if (textureIndex == StunLevels)
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if (progress >= length)
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{
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Timer.Spawn(250, () => status.RemoveStatusEffect(StatusEffect.Stun), _statusRemoveCancellation.Token);
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_lastStun = null;
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status.RemoveStatus(StatusEffect.Stun);
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}
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else
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{
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status.ChangeStatus(StatusEffect.Stun, _texturesStunOverlay[textureIndex]);
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}
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}
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private static int CalculateStunLevel(float stunValue)
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{
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var val = stunValue.Clamp(0, 1);
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val *= StunLevels;
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return (int)Math.Floor(val);
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}
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#region ActionBlockers
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@@ -78,8 +78,7 @@ namespace Content.Server.GameObjects.Components.Nutrition
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// Update UI
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Owner.TryGetComponent(out ServerStatusEffectsComponent statusEffectsComponent);
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statusEffectsComponent?.ChangeStatus(StatusEffect.Hunger, _hungerThresholdImages[ (int)_currentHungerThreshold ]);
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statusEffectsComponent?.ChangeStatusEffectIcon(StatusEffect.Hunger, _hungerThresholdImages[ (int)_currentHungerThreshold ]);
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switch (_currentHungerThreshold)
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{
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case HungerThreshold.Overfed:
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@@ -77,7 +77,7 @@ namespace Content.Server.GameObjects.Components.Nutrition
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// Update UI
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Owner.TryGetComponent(out ServerStatusEffectsComponent statusEffectsComponent);
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statusEffectsComponent?.ChangeStatus(StatusEffect.Thirst, "/Textures/Mob/UI/Thirst/" +
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statusEffectsComponent?.ChangeStatusEffectIcon(StatusEffect.Thirst, "/Textures/Mob/UI/Thirst/" +
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_currentThirstThreshold + ".png");
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switch (_currentThirstThreshold)
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@@ -18,14 +18,21 @@ namespace Content.Shared.GameObjects.Components.Mobs
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[Serializable, NetSerializable]
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public class StatusEffectComponentState : ComponentState
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{
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public Dictionary<StatusEffect, string> StatusEffects;
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public Dictionary<StatusEffect, StatusEffectStatus> StatusEffects;
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public StatusEffectComponentState(Dictionary<StatusEffect, string> statusEffects) : base(ContentNetIDs.STATUSEFFECTS)
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public StatusEffectComponentState(Dictionary<StatusEffect, StatusEffectStatus> statusEffects) : base(ContentNetIDs.STATUSEFFECTS)
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{
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StatusEffects = statusEffects;
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}
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}
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[Serializable, NetSerializable]
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public struct StatusEffectStatus
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{
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public string Icon;
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public ValueTuple<TimeSpan, TimeSpan>? Cooldown;
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}
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// Each status effect is assumed to be unique
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public enum StatusEffect
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{
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Reference in New Issue
Block a user