Correctly implement movement blocking and undo that appearance mess.
This commit is contained in:
@@ -1,9 +1,7 @@
|
||||
using Content.Server.GameObjects.Components.Movement;
|
||||
using Content.Server.GameObjects.EntitySystems;
|
||||
using Content.Server.GameObjects.EntitySystems;
|
||||
using Content.Shared.GameObjects.Components.Mobs;
|
||||
using SS14.Server.GameObjects;
|
||||
using SS14.Shared.Interfaces.GameObjects;
|
||||
using SS14.Shared.Maths;
|
||||
|
||||
namespace Content.Server.GameObjects
|
||||
{
|
||||
@@ -11,10 +9,10 @@ namespace Content.Server.GameObjects
|
||||
/// Defines the blocking effect of each damage state, and what effects to apply upon entering or exiting the state
|
||||
/// </summary>
|
||||
public interface DamageState : IActionBlocker
|
||||
{
|
||||
void EnterState(IEntity entity, AppearanceComponent appearance);
|
||||
{
|
||||
void EnterState(IEntity entity);
|
||||
|
||||
void ExitState(IEntity entity, AppearanceComponent appearance);
|
||||
void ExitState(IEntity entity);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -22,9 +20,13 @@ namespace Content.Server.GameObjects
|
||||
/// </summary>
|
||||
public struct NormalState : DamageState
|
||||
{
|
||||
public void EnterState(IEntity entity, AppearanceComponent appearance) {}
|
||||
public void EnterState(IEntity entity)
|
||||
{
|
||||
}
|
||||
|
||||
public void ExitState(IEntity entity, AppearanceComponent appearance) {}
|
||||
public void ExitState(IEntity entity)
|
||||
{
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanInteract()
|
||||
{
|
||||
@@ -47,20 +49,12 @@ namespace Content.Server.GameObjects
|
||||
/// </summary>
|
||||
public struct CriticalState : DamageState
|
||||
{
|
||||
public void EnterState(IEntity entity, AppearanceComponent appearance) {
|
||||
if (!entity.TryGetComponent<PlayerInputMoverComponent>(out var mover))
|
||||
{
|
||||
return;
|
||||
}
|
||||
mover.Disabled = true;
|
||||
public void EnterState(IEntity entity)
|
||||
{
|
||||
}
|
||||
|
||||
public void ExitState(IEntity entity, AppearanceComponent appearance) {
|
||||
if (!entity.TryGetComponent<PlayerInputMoverComponent>(out var mover))
|
||||
{
|
||||
return;
|
||||
}
|
||||
mover.Disabled = false;
|
||||
public void ExitState(IEntity entity)
|
||||
{
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanInteract()
|
||||
@@ -84,26 +78,22 @@ namespace Content.Server.GameObjects
|
||||
/// </summary>
|
||||
public struct DeadState : DamageState
|
||||
{
|
||||
public void EnterState(IEntity entity, AppearanceComponent appearance)
|
||||
public void EnterState(IEntity entity)
|
||||
{
|
||||
var newstate = SpeciesComponent.MobState.Down;
|
||||
appearance.SetData(SpeciesComponent.MobVisuals.RotationState, newstate);
|
||||
if (!entity.TryGetComponent<PlayerInputMoverComponent>(out var mover))
|
||||
if (entity.TryGetComponent(out AppearanceComponent appearance))
|
||||
{
|
||||
return;
|
||||
var newState = SharedSpeciesComponent.MobState.Down;
|
||||
appearance.SetData(SharedSpeciesComponent.MobVisuals.RotationState, newState);
|
||||
}
|
||||
mover.Disabled = true;
|
||||
}
|
||||
|
||||
public void ExitState(IEntity entity, AppearanceComponent appearance)
|
||||
public void ExitState(IEntity entity)
|
||||
{
|
||||
var newstate = SpeciesComponent.MobState.Stand;
|
||||
appearance.SetData(SpeciesComponent.MobVisuals.RotationState, newstate);
|
||||
if (!entity.TryGetComponent<PlayerInputMoverComponent>(out var mover))
|
||||
if (entity.TryGetComponent(out AppearanceComponent appearance))
|
||||
{
|
||||
return;
|
||||
var newState = SharedSpeciesComponent.MobState.Stand;
|
||||
appearance.SetData(SharedSpeciesComponent.MobVisuals.RotationState, newState);
|
||||
}
|
||||
mover.Disabled = false;
|
||||
}
|
||||
|
||||
bool IActionBlocker.CanInteract()
|
||||
|
||||
@@ -29,30 +29,24 @@ namespace Content.Server.GameObjects
|
||||
/// </summary>
|
||||
private DamageTemplates DamageTemplate;
|
||||
|
||||
AppearanceComponent Appearance;
|
||||
|
||||
/// <summary>
|
||||
/// Variable for serialization
|
||||
/// </summary>
|
||||
private string templatename;
|
||||
|
||||
public override void Initialize()
|
||||
{
|
||||
base.Initialize();
|
||||
Appearance = Owner.GetComponent<AppearanceComponent>();
|
||||
}
|
||||
|
||||
public override void ExposeData(ObjectSerializer serializer)
|
||||
{
|
||||
base.ExposeData(serializer);
|
||||
|
||||
serializer.DataField(ref templatename, "Template", "Human");
|
||||
|
||||
Type type = AppDomain.CurrentDomain.GetAssemblyByName("Content.Server").GetType("Content.Server.GameObjects." + templatename);
|
||||
DamageTemplate = (DamageTemplates)Activator.CreateInstance(type);
|
||||
Type type = AppDomain.CurrentDomain.GetAssemblyByName("Content.Server")
|
||||
.GetType("Content.Server.GameObjects." + templatename);
|
||||
DamageTemplate = (DamageTemplates) Activator.CreateInstance(type);
|
||||
}
|
||||
|
||||
public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
|
||||
public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null,
|
||||
IComponent component = null)
|
||||
{
|
||||
switch (message)
|
||||
{
|
||||
@@ -87,14 +81,15 @@ namespace Content.Server.GameObjects
|
||||
|
||||
void IOnDamageBehavior.OnDamageThresholdPassed(object damageable, DamageThresholdPassedEventArgs e)
|
||||
{
|
||||
DamageableComponent damage = (DamageableComponent)damageable;
|
||||
DamageableComponent damage = (DamageableComponent) damageable;
|
||||
|
||||
if(e.DamageThreshold.ThresholdType != ThresholdType.HUDUpdate)
|
||||
if (e.DamageThreshold.ThresholdType != ThresholdType.HUDUpdate)
|
||||
{
|
||||
ChangeDamageState(DamageTemplate.CalculateDamageState(damage));
|
||||
}
|
||||
|
||||
if (Owner.TryGetComponent(out BasicActorComponent actor)) //specifies if we have a client to update the hud for
|
||||
if (Owner.TryGetComponent(out BasicActorComponent actor)
|
||||
) //specifies if we have a client to update the hud for
|
||||
{
|
||||
var hudstatechange = DamageTemplate.ChangeHudState(damage);
|
||||
SendNetworkMessage(hudstatechange);
|
||||
@@ -103,14 +98,14 @@ namespace Content.Server.GameObjects
|
||||
|
||||
private void ChangeDamageState(ThresholdType threshold)
|
||||
{
|
||||
if(threshold == currentstate)
|
||||
if (threshold == currentstate)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
CurrentDamageState.ExitState(Owner, Appearance);
|
||||
CurrentDamageState.ExitState(Owner);
|
||||
CurrentDamageState = DamageTemplates.StateThresholdMap[threshold];
|
||||
CurrentDamageState.EnterState(Owner, Appearance);
|
||||
CurrentDamageState.EnterState(Owner);
|
||||
|
||||
currentstate = threshold;
|
||||
}
|
||||
|
||||
@@ -45,12 +45,6 @@ namespace Content.Server.GameObjects.Components.Movement
|
||||
[ViewVariables]
|
||||
public Vector2 VelocityDir { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Blocks entity's movement
|
||||
/// </summary>
|
||||
[ViewVariables]
|
||||
public bool Disabled { get; set; } = false;
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void OnAdd()
|
||||
{
|
||||
|
||||
@@ -105,7 +105,7 @@ namespace Content.Server.GameObjects.EntitySystems
|
||||
|
||||
private static void UpdateKinematics(ITransformComponent transform, PlayerInputMoverComponent mover, PhysicsComponent physics)
|
||||
{
|
||||
if (mover.VelocityDir.LengthSquared < 0.001 || mover.Disabled)
|
||||
if (mover.VelocityDir.LengthSquared < 0.001 || !ActionBlockerSystem.CanMove(mover.Owner))
|
||||
{
|
||||
if (physics.LinearVelocity != Vector2.Zero)
|
||||
physics.LinearVelocity = Vector2.Zero;
|
||||
|
||||
Reference in New Issue
Block a user