Mobstate Refactor (#13389)
Refactors mobstate and moves mob health thresholds to their own component Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
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@@ -1,8 +1,8 @@
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using Content.Server.Mind.Components;
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using Content.Server.Revenant.Components;
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using Content.Shared.Examine;
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using Content.Shared.MobState;
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using Content.Shared.MobState.Components;
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using Content.Shared.Mobs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Revenant.Components;
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using Robust.Shared.Random;
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@@ -20,13 +20,18 @@ public sealed class EssenceSystem : EntitySystem
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{
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base.Initialize();
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SubscribeLocalEvent<EssenceComponent, ComponentStartup>(UpdateEssenceAmount);
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SubscribeLocalEvent<EssenceComponent, MobStateChangedEvent>(UpdateEssenceAmount);
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SubscribeLocalEvent<EssenceComponent, MindAddedMessage>(UpdateEssenceAmount);
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SubscribeLocalEvent<EssenceComponent, MindRemovedMessage>(UpdateEssenceAmount);
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SubscribeLocalEvent<EssenceComponent, ComponentStartup>(OnEssenceEventReceived);
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SubscribeLocalEvent<EssenceComponent, MobStateChangedEvent>(OnMobstateChanged);
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SubscribeLocalEvent<EssenceComponent, MindAddedMessage>(OnEssenceEventReceived);
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SubscribeLocalEvent<EssenceComponent, MindRemovedMessage>(OnEssenceEventReceived);
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SubscribeLocalEvent<EssenceComponent, ExaminedEvent>(OnExamine);
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}
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private void OnMobstateChanged(EntityUid uid, EssenceComponent component, MobStateChangedEvent args)
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{
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UpdateEssenceAmount(uid, component);
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}
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private void OnExamine(EntityUid uid, EssenceComponent component, ExaminedEvent args)
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{
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if (!component.SearchComplete || !HasComp<RevenantComponent>(args.Examiner))
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@@ -49,23 +54,28 @@ public sealed class EssenceSystem : EntitySystem
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args.PushMarkup(Loc.GetString(message, ("target", uid)));
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}
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private void UpdateEssenceAmount(EntityUid uid, EssenceComponent component, EntityEventArgs args)
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private void OnEssenceEventReceived(EntityUid uid, EssenceComponent component, EntityEventArgs args)
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{
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UpdateEssenceAmount(uid, component);
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}
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private void UpdateEssenceAmount(EntityUid uid, EssenceComponent component)
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{
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if (!TryComp<MobStateComponent>(uid, out var mob))
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return;
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switch (mob.CurrentState)
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{
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case DamageState.Alive:
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case MobState.Alive:
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if (TryComp<MindComponent>(uid, out var mind) && mind.Mind != null)
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component.EssenceAmount = _random.NextFloat(75f, 100f);
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else
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component.EssenceAmount = _random.NextFloat(45f, 70f);
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break;
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case DamageState.Critical:
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case MobState.Critical:
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component.EssenceAmount = _random.NextFloat(35f, 50f);
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break;
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case DamageState.Dead:
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case MobState.Dead:
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component.EssenceAmount = _random.NextFloat(15f, 20f);
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break;
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}
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