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