Mobstate Refactor (#13389)

Refactors mobstate and moves mob health thresholds to their own component

Co-authored-by: DrSmugleaf <drsmugleaf@gmail.com>
This commit is contained in:
Jezithyr
2023-01-13 16:57:10 -08:00
committed by GitHub
parent 97e4c477bd
commit eeb5b17b34
148 changed files with 1517 additions and 1290 deletions

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using Content.Shared.Database;
using Content.Shared.Mobs.Components;
namespace Content.Shared.Mobs.Systems;
public partial class MobStateSystem
{
#region Public API
/// <summary>
/// Check if an Entity can be set to a particular MobState
/// </summary>
/// <param name="entity">Target Entity</param>
/// <param name="mobState">MobState to check</param>
/// <param name="component">MobState Component owned by the target</param>
/// <returns>If the entity can be set to that MobState</returns>
public bool HasState(EntityUid entity, MobState mobState, MobStateComponent? component = null)
{
return Resolve(entity, ref component, false) && component.AllowedStates.Contains(mobState);
}
/// <summary>
/// Run a MobState update check. This will trigger update events if the state has been changed.
/// </summary>
/// <param name="entity">Target Entity we want to change the MobState of</param>
/// <param name="component">MobState Component attached to the entity</param>
/// <param name="origin">Entity that caused the state update (if applicable)</param>
public void UpdateMobState(EntityUid entity, MobStateComponent? component = null, EntityUid? origin = null)
{
if (!Resolve(entity, ref component))
return;
var ev = new UpdateMobStateEvent {Target = entity, Component = component, Origin = origin};
RaiseLocalEvent(entity, ref ev);
ChangeState(entity, component, ev.State);
}
/// <summary>
/// Change the MobState and trigger MobState update events
/// </summary>
/// <param name="entity">Target Entity we want to change the MobState of</param>
/// <param name="mobState">The new MobState we want to set</param>
/// <param name="component">MobState Component attached to the entity</param>
/// <param name="origin">Entity that caused the state update (if applicable)</param>
public void ChangeMobState(EntityUid entity, MobState mobState, MobStateComponent? component = null,
EntityUid? origin = null)
{
if (!Resolve(entity, ref component))
return;
var ev = new UpdateMobStateEvent {Target = entity, Component = component, Origin = origin};
RaiseLocalEvent(entity, ref ev);
ChangeState(entity, component, ev.State);
}
#endregion
#region Virtual API
/// <summary>
/// Called when a new MobState is entered.
/// </summary>
/// <param name="entity">The owner of the MobState Component</param>
/// <param name="component">MobState Component owned by the target</param>
/// <param name="state">The new MobState</param>
protected virtual void OnEnterState(EntityUid entity, MobStateComponent component, MobState state)
{
OnStateEnteredSubscribers(entity, component, state);
}
/// <summary>
/// Called when this entity changes MobState
/// </summary>
/// <param name="entity">The owner of the MobState Component</param>
/// <param name="component">MobState Component owned by the target</param>
/// <param name="oldState">The previous MobState</param>
/// <param name="newState">The new MobState</param>
protected virtual void OnStateChanged(EntityUid entity, MobStateComponent component, MobState oldState,
MobState newState)
{
}
/// <summary>
/// Called when a new MobState is exited.
/// </summary>
/// <param name="entity">The owner of the MobState Component</param>
/// <param name="component">MobState Component owned by the target</param>
/// <param name="state">The old MobState</param>
protected virtual void OnExitState(EntityUid entity, MobStateComponent component, MobState state)
{
OnStateExitSubscribers(entity, component, state);
}
#endregion
#region Private Implementation
//Actually change the MobState
private void ChangeState(EntityUid target, MobStateComponent component, MobState newState, EntityUid? origin = null)
{
var oldState = component.CurrentState;
//make sure we are allowed to enter the new state
if (oldState == newState || !component.AllowedStates.Contains(newState))
return;
OnExitState(target, component, oldState);
component.CurrentState = newState;
OnEnterState(target, component, newState);
var ev = new MobStateChangedEvent(target, component, oldState, newState, origin);
OnStateChanged(target, component, oldState, newState);
RaiseLocalEvent(target, ev, true);
_adminLogger.Add(LogType.Damaged, oldState == MobState.Alive ? LogImpact.Low : LogImpact.Medium,
$"{ToPrettyString(component.Owner):user} state changed from {oldState} to {newState}");
Dirty(component);
}
#endregion
}
/// <summary>
/// Event that gets triggered when we want to update the mobstate. This allows for systems to override MobState changes
/// </summary>
/// <param name="Target">The Entity whose MobState is changing</param>
/// <param name="Component">The MobState Component owned by the Target</param>
/// <param name="State">The new MobState we want to set</param>
/// <param name="Origin">Entity that caused the state update (if applicable)</param>
[ByRefEvent]
public record struct UpdateMobStateEvent(EntityUid Target, MobStateComponent Component, MobState State,
EntityUid? Origin = null);

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using Content.Shared.Bed.Sleep;
using Content.Shared.Disease.Events;
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.Mobs.Components;
using Content.Shared.Movement.Events;
using Content.Shared.Pulling.Events;
using Content.Shared.Speech;
using Content.Shared.Standing;
using Content.Shared.Strip.Components;
using Content.Shared.Throwing;
using Robust.Shared.Physics.Components;
namespace Content.Shared.Mobs.Systems;
public partial class MobStateSystem
{
//General purpose event subscriptions. If you can avoid it register these events inside their own systems
private void SubscribeEvents()
{
SubscribeLocalEvent<MobStateComponent, BeforeGettingStrippedEvent>(OnGettingStripped);
SubscribeLocalEvent<MobStateComponent, ChangeDirectionAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, UseAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, InteractionAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, ThrowAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, SpeakAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, IsEquippingAttemptEvent>(OnEquipAttempt);
SubscribeLocalEvent<MobStateComponent, EmoteAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, IsUnequippingAttemptEvent>(OnUnequipAttempt);
SubscribeLocalEvent<MobStateComponent, DropAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, PickupAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, StartPullAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, UpdateCanMoveEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, StandAttemptEvent>(CheckAct);
SubscribeLocalEvent<MobStateComponent, TryingToSleepEvent>(OnSleepAttempt);
SubscribeLocalEvent<MobStateComponent, AttemptSneezeCoughEvent>(OnSneezeAttempt);
}
private void OnStateExitSubscribers(EntityUid target, MobStateComponent component, MobState state)
{
var uid = component.Owner;
switch (state)
{
case MobState.Alive:
//unused
break;
case MobState.Critical:
_standing.Stand(uid);
break;
case MobState.Dead:
RemComp<CollisionWakeComponent>(uid);
_standing.Stand(uid);
if (!_standing.IsDown(uid) && TryComp<PhysicsComponent>(uid, out var physics))
{
_physics.SetCanCollide(physics, true);
}
break;
case MobState.Invalid:
//unused
break;
default:
throw new NotImplementedException();
}
}
private void OnStateEnteredSubscribers(EntityUid target, MobStateComponent component, MobState state)
{
var uid = component.Owner;
_blocker.UpdateCanMove(uid); //update movement anytime a state changes
switch (state)
{
case MobState.Alive:
_standing.Stand(uid);
_appearance.SetData(uid, MobStateVisuals.State, MobState.Alive);
break;
case MobState.Critical:
_standing.Down(uid);
_appearance.SetData(uid, MobStateVisuals.State, MobState.Critical);
break;
case MobState.Dead:
EnsureComp<CollisionWakeComponent>(uid);
_standing.Down(uid);
if (_standing.IsDown(uid) && TryComp<PhysicsComponent>(uid, out var physics))
{
_physics.SetCanCollide(physics, false);
}
_appearance.SetData(uid, MobStateVisuals.State, MobState.Dead);
break;
case MobState.Invalid:
//unused;
break;
default:
throw new NotImplementedException();
}
}
#region Event Subscribers
private void OnSleepAttempt(EntityUid target, MobStateComponent component, ref TryingToSleepEvent args)
{
if (IsDead(target, component))
args.Cancelled = true;
}
private void OnSneezeAttempt(EntityUid target, MobStateComponent component, ref AttemptSneezeCoughEvent args)
{
if (IsDead(target, component))
args.Cancelled = true;
}
private void OnGettingStripped(EntityUid target, MobStateComponent component, BeforeGettingStrippedEvent args)
{
// Incapacitated or dead targets get stripped two or three times as fast. Makes stripping corpses less tedious.
if (IsDead(target, component))
args.Multiplier /= 3;
else if (IsCritical(target, component))
args.Multiplier /= 2;
}
private void CheckAct(EntityUid target, MobStateComponent component, CancellableEntityEventArgs args)
{
switch (component.CurrentState)
{
case MobState.Dead:
case MobState.Critical:
args.Cancel();
break;
}
}
private void OnEquipAttempt(EntityUid target, MobStateComponent component, IsEquippingAttemptEvent args)
{
// is this a self-equip, or are they being stripped?
if (args.Equipee == target)
CheckAct(target, component, args);
}
private void OnUnequipAttempt(EntityUid target, MobStateComponent component, IsUnequippingAttemptEvent args)
{
// is this a self-equip, or are they being stripped?
if (args.Unequipee == target)
CheckAct(target, component, args);
}
#endregion
}

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using Content.Shared.ActionBlocker;
using Content.Shared.Administration.Logs;
using Content.Shared.Mobs.Components;
using Content.Shared.Standing;
using Robust.Shared.GameStates;
using Robust.Shared.Physics.Systems;
namespace Content.Shared.Mobs.Systems;
[Virtual]
public partial class MobStateSystem : EntitySystem
{
[Dependency] private readonly ActionBlockerSystem _blocker = default!;
[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
[Dependency] private readonly SharedPhysicsSystem _physics = default!;
[Dependency] private readonly StandingStateSystem _standing = default!;
[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
[Dependency] private readonly ILogManager _logManager = default!;
private ISawmill _sawmill = default!;
public override void Initialize()
{
_sawmill = _logManager.GetSawmill("MobState");
base.Initialize();
SubscribeEvents();
SubscribeLocalEvent<MobStateComponent, ComponentGetState>(OnGetComponentState);
SubscribeLocalEvent<MobStateComponent, ComponentHandleState>(OnHandleComponentState);
}
#region Public API
/// <summary>
/// Check if a Mob is Alive
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="component">The MobState component owned by the target</param>
/// <returns>If the entity is alive</returns>
public bool IsAlive(EntityUid target, MobStateComponent? component = null)
{
if (!Resolve(target, ref component, false))
return false;
return component.CurrentState == MobState.Alive;
}
/// <summary>
/// Check if a Mob is Critical
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="component">The MobState component owned by the target</param>
/// <returns>If the entity is Critical</returns>
public bool IsCritical(EntityUid target, MobStateComponent? component = null)
{
if (!Resolve(target, ref component, false))
return false;
return component.CurrentState == MobState.Critical;
}
/// <summary>
/// Check if a Mob is Dead
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="component">The MobState component owned by the target</param>
/// <returns>If the entity is Dead</returns>
public bool IsDead(EntityUid target, MobStateComponent? component = null)
{
if (!Resolve(target, ref component, false))
return false;
return component.CurrentState == MobState.Dead;
}
/// <summary>
/// Check if a Mob is Critical or Dead
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="component">The MobState component owned by the target</param>
/// <returns>If the entity is Critical or Dead</returns>
public bool IsIncapacitated(EntityUid target, MobStateComponent? component = null)
{
if (!Resolve(target, ref component, false))
return false;
return component.CurrentState is MobState.Critical or MobState.Dead;
}
/// <summary>
/// Check if a Mob is in an Invalid state
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="component">The MobState component owned by the target</param>
/// <returns>If the entity is in an Invalid State</returns>
public bool IsInvalidState(EntityUid target, MobStateComponent? component = null)
{
if (!Resolve(target, ref component, false))
return false;
return component.CurrentState is MobState.Invalid;
}
#endregion
#region Private Implementation
private void OnHandleComponentState(EntityUid uid, MobStateComponent component, ref ComponentHandleState args)
{
if (args.Current is not MobStateComponentState state)
return;
component.CurrentState = state.CurrentState;
component.AllowedStates = new HashSet<MobState>(state.AllowedStates);
}
private void OnGetComponentState(EntityUid uid, MobStateComponent component, ref ComponentGetState args)
{
args.State = new MobStateComponentState(component.CurrentState, component.AllowedStates);
}
#endregion
}

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using System.Diagnostics.CodeAnalysis;
using System.Linq;
using Content.Shared.Alert;
using Content.Shared.Damage;
using Content.Shared.FixedPoint;
using Content.Shared.Mobs.Components;
using Robust.Shared.GameStates;
using Robust.Shared.Prototypes;
using Robust.Shared.Utility;
namespace Content.Shared.Mobs.Systems;
public sealed class MobThresholdSystem : EntitySystem
{
[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
[Dependency] private readonly AlertsSystem _alerts = default!;
public override void Initialize()
{
SubscribeLocalEvent<MobThresholdsComponent, MapInitEvent>(MobThresholdMapInit);
SubscribeLocalEvent<MobThresholdsComponent, ComponentShutdown>(MobThresholdShutdown);
SubscribeLocalEvent<MobThresholdsComponent, DamageChangedEvent>(OnDamaged);
SubscribeLocalEvent<MobThresholdsComponent, ComponentGetState>(OnGetComponentState);
SubscribeLocalEvent<MobThresholdsComponent, ComponentHandleState>(OnHandleComponentState);
SubscribeLocalEvent<MobThresholdsComponent, UpdateMobStateEvent>(OnUpdateMobState);
}
#region Public API
/// <summary>
/// Get the Damage Threshold for the appropriate state if it exists
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="mobState">MobState we want the Damage Threshold of</param>
/// <param name="thresholdComponent">Threshold Component Owned by the target</param>
/// <returns>the threshold or 0 if it doesn't exist</returns>
public FixedPoint2 GetThresholdForState(EntityUid target, MobState mobState,
MobThresholdsComponent? thresholdComponent = null)
{
if (!Resolve(target, ref thresholdComponent))
return FixedPoint2.Zero;
foreach (var pair in thresholdComponent.Thresholds)
{
if (pair.Value == mobState)
{
return pair.Key;
}
}
return FixedPoint2.Zero;
}
/// <summary>
/// Try to get the Damage Threshold for the appropriate state if it exists
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="mobState">MobState we want the Damage Threshold of</param>
/// <param name="threshold">The damage Threshold for the given state</param>
/// <param name="thresholdComponent">Threshold Component Owned by the target</param>
/// <returns>true if successfully retrieved a threshold</returns>
public bool TryGetThresholdForState(EntityUid target, MobState mobState,
[NotNullWhen(true)] out FixedPoint2? threshold,
MobThresholdsComponent? thresholdComponent = null)
{
threshold = null;
if (!Resolve(target, ref thresholdComponent))
return false;
foreach (var pair in thresholdComponent.Thresholds)
{
if (pair.Value == mobState)
{
threshold = pair.Key;
return true;
}
}
return false;
}
/// <summary>
/// Try to get the a percentage of the Damage Threshold for the appropriate state if it exists
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="mobState">MobState we want the Damage Threshold of</param>
/// <param name="damage">The Damage being applied</param>
/// <param name="percentage">Percentage of Damage compared to the Threshold</param>
/// <param name="thresholdComponent">Threshold Component Owned by the target</param>
/// <returns>true if successfully retrieved a percentage</returns>
public bool TryGetPercentageForState(EntityUid target, MobState mobState, FixedPoint2 damage,
[NotNullWhen(true)] out FixedPoint2? percentage,
MobThresholdsComponent? thresholdComponent = null)
{
percentage = null;
if (!TryGetThresholdForState(target, mobState, out var threshold, thresholdComponent))
return false;
percentage = damage / threshold;
return true;
}
/// <summary>
/// Try to get the Damage Threshold for crit or death. Outputs the first found threshold.
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="threshold">The Damage Threshold for incapacitation</param>
/// <param name="thresholdComponent">Threshold Component owned by the target</param>
/// <returns>true if successfully retrieved incapacitation threshold</returns>
public bool TryGetIncapThreshold(EntityUid target, [NotNullWhen(true)] out FixedPoint2? threshold,
MobThresholdsComponent? thresholdComponent = null)
{
threshold = null;
if (!Resolve(target, ref thresholdComponent))
return false;
return TryGetThresholdForState(target, MobState.Critical, out threshold, thresholdComponent)
|| TryGetThresholdForState(target, MobState.Dead, out threshold, thresholdComponent);
}
/// <summary>
/// Try to get a percentage of the Damage Threshold for crit or death. Outputs the first found percentage.
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="damage">The damage being applied</param>
/// <param name="percentage">Percentage of Damage compared to the Incapacitation Threshold</param>
/// <param name="thresholdComponent">Threshold Component Owned by the target</param>
/// <returns>true if successfully retrieved incapacitation percentage</returns>
public bool TryGetIncapPercentage(EntityUid target, FixedPoint2 damage,
[NotNullWhen(true)] out FixedPoint2? percentage,
MobThresholdsComponent? thresholdComponent = null)
{
percentage = null;
if (!TryGetIncapThreshold(target, out var threshold, thresholdComponent))
return false;
if (damage == 0)
{
percentage = 0;
return true;
}
percentage = FixedPoint2.Min(1.0f, damage / threshold.Value);
return true;
}
/// <summary>
/// Try to get the Damage Threshold for death
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="threshold">The Damage Threshold for death</param>
/// <param name="thresholdComponent">Threshold Component owned by the target</param>
/// <returns>true if successfully retrieved incapacitation threshold</returns>
public bool TryGetDeadThreshold(EntityUid target, [NotNullWhen(true)] out FixedPoint2? threshold,
MobThresholdsComponent? thresholdComponent = null)
{
threshold = null;
if (!Resolve(target, ref thresholdComponent))
return false;
return TryGetThresholdForState(target, MobState.Dead, out threshold, thresholdComponent);
}
/// <summary>
/// Try to get a percentage of the Damage Threshold for death
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="damage">The damage being applied</param>
/// <param name="percentage">Percentage of Damage compared to the Death Threshold</param>
/// <param name="thresholdComponent">Threshold Component Owned by the target</param>
/// <returns>true if successfully retrieved death percentage</returns>
public bool TryGetDeadPercentage(EntityUid target, FixedPoint2 damage,
[NotNullWhen(true)] out FixedPoint2? percentage,
MobThresholdsComponent? thresholdComponent = null)
{
percentage = null;
if (!TryGetDeadThreshold(target, out var threshold, thresholdComponent))
return false;
if (damage == 0)
{
percentage = 0;
return true;
}
percentage = FixedPoint2.Min(1.0f, damage / threshold.Value);
return true;
}
/// <summary>
/// Takes the damage from one entity and scales it relative to the health of another
/// </summary>
/// <param name="target1">The entity whose damage will be scaled</param>
/// <param name="target2">The entity whose health the damage will scale to</param>
/// <param name="damage">The newly scaled damage. Can be null</param>
public bool GetScaledDamage(EntityUid target1, EntityUid target2, out DamageSpecifier? damage)
{
damage = null;
if (!TryComp<DamageableComponent>(target1, out var oldDamage))
return false;
if (!TryComp<MobThresholdsComponent>(target1, out var threshold1) ||
!TryComp<MobThresholdsComponent>(target2, out var threshold2))
return false;
if (!TryGetThresholdForState(target1, MobState.Dead, out var ent1DeadThreshold, threshold1))
ent1DeadThreshold = 0;
if (!TryGetThresholdForState(target2, MobState.Dead, out var ent2DeadThreshold, threshold2))
ent2DeadThreshold = 0;
damage = (oldDamage.Damage / ent1DeadThreshold.Value) * ent2DeadThreshold.Value;
return true;
}
/// <summary>
/// Set a MobState Threshold or create a new one if it doesn't exist
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="damage">Damageable Component owned by the target</param>
/// <param name="mobState">MobState Component owned by the target</param>
/// <param name="threshold">MobThreshold Component owned by the target</param>
public void SetMobStateThreshold(EntityUid target, FixedPoint2 damage, MobState mobState,
MobThresholdsComponent? threshold = null)
{
if (!Resolve(target, ref threshold))
return;
threshold.Thresholds[damage] = mobState;
VerifyThresholds(target, threshold);
}
/// <summary>
/// Checks to see if we should change states based on thresholds.
/// Call this if you change the amount of damagable without triggering a damageChangedEvent or if you change
/// </summary>
/// <param name="target">Target Entity</param>
/// <param name="threshold">Threshold Component owned by the Target</param>
/// <param name="mobState">MobState Component owned by the Target</param>
/// <param name="damageable">Damageable Component owned by the Target</param>
public void VerifyThresholds(EntityUid target, MobThresholdsComponent? threshold = null,
MobStateComponent? mobState = null, DamageableComponent? damageable = null)
{
if (!Resolve(target, ref mobState, ref threshold, ref damageable))
return;
CheckThresholds(target, mobState, threshold, damageable);
}
#endregion
#region Private Implementation
private void CheckThresholds(EntityUid target, MobStateComponent mobStateComponent,
MobThresholdsComponent thresholdsComponent, DamageableComponent damageableComponent)
{
foreach (var (threshold, mobState) in thresholdsComponent.Thresholds)
{
if (damageableComponent.TotalDamage < threshold)
continue;
TriggerThreshold(target, thresholdsComponent.CurrentThresholdState, mobState, mobStateComponent,
thresholdsComponent);
}
var ev = new MobThresholdChecked(target, mobStateComponent, thresholdsComponent, damageableComponent);
RaiseLocalEvent(target, ref ev, true);
UpdateAlerts(target, mobStateComponent.CurrentState, thresholdsComponent, damageableComponent);
}
private void TriggerThreshold(
EntityUid target,
MobState oldState,
MobState newState,
MobStateComponent? mobState = null,
MobThresholdsComponent? thresholds = null)
{
if (oldState == newState ||
!Resolve(target, ref mobState, ref thresholds))
{
return;
}
thresholds.CurrentThresholdState = newState;
_mobStateSystem.UpdateMobState(target, mobState);
Dirty(target);
}
private void UpdateAlerts(EntityUid target, MobState currentMobState, MobThresholdsComponent? threshold = null,
DamageableComponent? damageable = null)
{
if (!Resolve(target, ref threshold, ref damageable))
return;
// don't handle alerts if they are managed by another system... BobbySim (soon TM)
if (!threshold.TriggersAlerts)
return;
switch (currentMobState)
{
case MobState.Alive:
{
var severity = _alerts.GetMinSeverity(AlertType.HumanHealth);
if (TryGetIncapPercentage(target, damageable.TotalDamage, out var percentage))
{
severity = (short) MathF.Floor(percentage.Value.Float() *
_alerts.GetMaxSeverity(AlertType.HumanHealth));
}
_alerts.ShowAlert(target, AlertType.HumanHealth, severity);
break;
}
case MobState.Critical:
{
_alerts.ShowAlert(target, AlertType.HumanCrit);
break;
}
case MobState.Dead:
{
_alerts.ShowAlert(target, AlertType.HumanDead);
break;
}
case MobState.Invalid:
default:
throw new ArgumentOutOfRangeException(nameof(currentMobState), currentMobState, null);
}
}
private void OnDamaged(EntityUid target, MobThresholdsComponent mobThresholdsComponent, DamageChangedEvent args)
{
var mobStateComp = EnsureComp<MobStateComponent>(target);
CheckThresholds(target, mobStateComp, mobThresholdsComponent, args.Damageable);
}
private void OnHandleComponentState(EntityUid target, MobThresholdsComponent component,
ref ComponentHandleState args)
{
if (args.Current is not MobThresholdComponentState state)
return;
component.Thresholds = new SortedDictionary<FixedPoint2, MobState>(state.Thresholds);
component.CurrentThresholdState = state.CurrentThresholdState;
}
private void OnGetComponentState(EntityUid target, MobThresholdsComponent component, ref ComponentGetState args)
{
args.State = new MobThresholdComponentState(component.CurrentThresholdState,
new Dictionary<FixedPoint2, MobState>(component.Thresholds));
}
private void MobThresholdMapInit(EntityUid target, MobThresholdsComponent component, MapInitEvent args)
{
// TODO remove when body sim is implemented
EnsureComp<MobStateComponent>(target);
EnsureComp<DamageableComponent>(target);
if (!component.Thresholds.TryFirstOrNull(out var newState))
return;
component.CurrentThresholdState = newState.Value.Value;
TriggerThreshold(target, MobState.Invalid, newState.Value.Value, thresholds: component);
UpdateAlerts(target, newState.Value.Value, component);
}
private void MobThresholdShutdown(EntityUid target, MobThresholdsComponent component, ComponentShutdown args)
{
if (component.TriggersAlerts)
_alerts.ClearAlertCategory(target, AlertCategory.Health);
}
private void OnUpdateMobState(EntityUid target, MobThresholdsComponent component, ref UpdateMobStateEvent args)
{
if (component.CurrentThresholdState != MobState.Invalid)
args.State = component.CurrentThresholdState;
}
#endregion
}
/// <summary>
/// Event that triggers when an entity with a mob threshold is checked
/// </summary>
/// <param name="Target">Target entity</param>
/// <param name="Threshold">Threshold Component owned by the Target</param>
/// <param name="MobState">MobState Component owned by the Target</param>
/// <param name="Damageable">Damageable Component owned by the Target</param>
[ByRefEvent]
public readonly record struct MobThresholdChecked(EntityUid Target, MobStateComponent MobState,
MobThresholdsComponent Threshold, DamageableComponent Damageable)
{
}