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:
130
Content.Shared/Mobs/Systems/MobStateSystem.StateMachine.cs
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130
Content.Shared/Mobs/Systems/MobStateSystem.StateMachine.cs
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using Content.Shared.Database;
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using Content.Shared.Mobs.Components;
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namespace Content.Shared.Mobs.Systems;
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public partial class MobStateSystem
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{
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#region Public API
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/// <summary>
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/// Check if an Entity can be set to a particular MobState
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/// </summary>
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/// <param name="entity">Target Entity</param>
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/// <param name="mobState">MobState to check</param>
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/// <param name="component">MobState Component owned by the target</param>
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/// <returns>If the entity can be set to that MobState</returns>
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public bool HasState(EntityUid entity, MobState mobState, MobStateComponent? component = null)
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{
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return Resolve(entity, ref component, false) && component.AllowedStates.Contains(mobState);
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}
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/// <summary>
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/// Run a MobState update check. This will trigger update events if the state has been changed.
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/// </summary>
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/// <param name="entity">Target Entity we want to change the MobState of</param>
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/// <param name="component">MobState Component attached to the entity</param>
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/// <param name="origin">Entity that caused the state update (if applicable)</param>
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public void UpdateMobState(EntityUid entity, MobStateComponent? component = null, EntityUid? origin = null)
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{
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if (!Resolve(entity, ref component))
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return;
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var ev = new UpdateMobStateEvent {Target = entity, Component = component, Origin = origin};
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RaiseLocalEvent(entity, ref ev);
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ChangeState(entity, component, ev.State);
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}
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/// <summary>
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/// Change the MobState and trigger MobState update events
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/// </summary>
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/// <param name="entity">Target Entity we want to change the MobState of</param>
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/// <param name="mobState">The new MobState we want to set</param>
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/// <param name="component">MobState Component attached to the entity</param>
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/// <param name="origin">Entity that caused the state update (if applicable)</param>
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public void ChangeMobState(EntityUid entity, MobState mobState, MobStateComponent? component = null,
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EntityUid? origin = null)
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{
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if (!Resolve(entity, ref component))
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return;
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var ev = new UpdateMobStateEvent {Target = entity, Component = component, Origin = origin};
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RaiseLocalEvent(entity, ref ev);
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ChangeState(entity, component, ev.State);
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}
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#endregion
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#region Virtual API
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/// <summary>
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/// Called when a new MobState is entered.
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/// </summary>
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/// <param name="entity">The owner of the MobState Component</param>
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/// <param name="component">MobState Component owned by the target</param>
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/// <param name="state">The new MobState</param>
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protected virtual void OnEnterState(EntityUid entity, MobStateComponent component, MobState state)
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{
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OnStateEnteredSubscribers(entity, component, state);
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}
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/// <summary>
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/// Called when this entity changes MobState
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/// </summary>
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/// <param name="entity">The owner of the MobState Component</param>
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/// <param name="component">MobState Component owned by the target</param>
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/// <param name="oldState">The previous MobState</param>
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/// <param name="newState">The new MobState</param>
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protected virtual void OnStateChanged(EntityUid entity, MobStateComponent component, MobState oldState,
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MobState newState)
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{
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}
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/// <summary>
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/// Called when a new MobState is exited.
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/// </summary>
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/// <param name="entity">The owner of the MobState Component</param>
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/// <param name="component">MobState Component owned by the target</param>
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/// <param name="state">The old MobState</param>
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protected virtual void OnExitState(EntityUid entity, MobStateComponent component, MobState state)
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{
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OnStateExitSubscribers(entity, component, state);
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}
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#endregion
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#region Private Implementation
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//Actually change the MobState
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private void ChangeState(EntityUid target, MobStateComponent component, MobState newState, EntityUid? origin = null)
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{
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var oldState = component.CurrentState;
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//make sure we are allowed to enter the new state
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if (oldState == newState || !component.AllowedStates.Contains(newState))
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return;
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OnExitState(target, component, oldState);
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component.CurrentState = newState;
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OnEnterState(target, component, newState);
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var ev = new MobStateChangedEvent(target, component, oldState, newState, origin);
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OnStateChanged(target, component, oldState, newState);
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RaiseLocalEvent(target, ev, true);
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_adminLogger.Add(LogType.Damaged, oldState == MobState.Alive ? LogImpact.Low : LogImpact.Medium,
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$"{ToPrettyString(component.Owner):user} state changed from {oldState} to {newState}");
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Dirty(component);
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}
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#endregion
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}
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/// <summary>
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/// Event that gets triggered when we want to update the mobstate. This allows for systems to override MobState changes
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/// </summary>
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/// <param name="Target">The Entity whose MobState is changing</param>
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/// <param name="Component">The MobState Component owned by the Target</param>
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/// <param name="State">The new MobState we want to set</param>
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/// <param name="Origin">Entity that caused the state update (if applicable)</param>
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[ByRefEvent]
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public record struct UpdateMobStateEvent(EntityUid Target, MobStateComponent Component, MobState State,
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EntityUid? Origin = null);
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152
Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs
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152
Content.Shared/Mobs/Systems/MobStateSystem.Subscribers.cs
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@@ -0,0 +1,152 @@
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using Content.Shared.Bed.Sleep;
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using Content.Shared.Disease.Events;
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using Content.Shared.DragDrop;
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using Content.Shared.Emoting;
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using Content.Shared.Interaction.Events;
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using Content.Shared.Inventory.Events;
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using Content.Shared.Item;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Movement.Events;
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using Content.Shared.Pulling.Events;
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using Content.Shared.Speech;
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using Content.Shared.Standing;
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using Content.Shared.Strip.Components;
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using Content.Shared.Throwing;
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using Robust.Shared.Physics.Components;
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namespace Content.Shared.Mobs.Systems;
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public partial class MobStateSystem
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{
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//General purpose event subscriptions. If you can avoid it register these events inside their own systems
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private void SubscribeEvents()
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{
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SubscribeLocalEvent<MobStateComponent, BeforeGettingStrippedEvent>(OnGettingStripped);
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SubscribeLocalEvent<MobStateComponent, ChangeDirectionAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, UseAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, InteractionAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, ThrowAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, SpeakAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, IsEquippingAttemptEvent>(OnEquipAttempt);
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SubscribeLocalEvent<MobStateComponent, EmoteAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, IsUnequippingAttemptEvent>(OnUnequipAttempt);
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SubscribeLocalEvent<MobStateComponent, DropAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, PickupAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, StartPullAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, UpdateCanMoveEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, StandAttemptEvent>(CheckAct);
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SubscribeLocalEvent<MobStateComponent, TryingToSleepEvent>(OnSleepAttempt);
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SubscribeLocalEvent<MobStateComponent, AttemptSneezeCoughEvent>(OnSneezeAttempt);
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}
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private void OnStateExitSubscribers(EntityUid target, MobStateComponent component, MobState state)
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{
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var uid = component.Owner;
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switch (state)
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{
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case MobState.Alive:
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//unused
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break;
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case MobState.Critical:
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_standing.Stand(uid);
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break;
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case MobState.Dead:
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RemComp<CollisionWakeComponent>(uid);
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_standing.Stand(uid);
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if (!_standing.IsDown(uid) && TryComp<PhysicsComponent>(uid, out var physics))
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{
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_physics.SetCanCollide(physics, true);
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}
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break;
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case MobState.Invalid:
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//unused
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break;
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default:
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throw new NotImplementedException();
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}
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}
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private void OnStateEnteredSubscribers(EntityUid target, MobStateComponent component, MobState state)
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{
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var uid = component.Owner;
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_blocker.UpdateCanMove(uid); //update movement anytime a state changes
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switch (state)
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{
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case MobState.Alive:
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_standing.Stand(uid);
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_appearance.SetData(uid, MobStateVisuals.State, MobState.Alive);
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break;
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case MobState.Critical:
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_standing.Down(uid);
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_appearance.SetData(uid, MobStateVisuals.State, MobState.Critical);
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break;
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case MobState.Dead:
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EnsureComp<CollisionWakeComponent>(uid);
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_standing.Down(uid);
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if (_standing.IsDown(uid) && TryComp<PhysicsComponent>(uid, out var physics))
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{
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_physics.SetCanCollide(physics, false);
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}
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_appearance.SetData(uid, MobStateVisuals.State, MobState.Dead);
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break;
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case MobState.Invalid:
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//unused;
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break;
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default:
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throw new NotImplementedException();
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}
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}
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#region Event Subscribers
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private void OnSleepAttempt(EntityUid target, MobStateComponent component, ref TryingToSleepEvent args)
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{
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if (IsDead(target, component))
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args.Cancelled = true;
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}
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private void OnSneezeAttempt(EntityUid target, MobStateComponent component, ref AttemptSneezeCoughEvent args)
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{
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if (IsDead(target, component))
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args.Cancelled = true;
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}
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private void OnGettingStripped(EntityUid target, MobStateComponent component, BeforeGettingStrippedEvent args)
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{
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// Incapacitated or dead targets get stripped two or three times as fast. Makes stripping corpses less tedious.
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if (IsDead(target, component))
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args.Multiplier /= 3;
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else if (IsCritical(target, component))
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args.Multiplier /= 2;
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}
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private void CheckAct(EntityUid target, MobStateComponent component, CancellableEntityEventArgs args)
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{
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switch (component.CurrentState)
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{
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case MobState.Dead:
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case MobState.Critical:
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args.Cancel();
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break;
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}
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}
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private void OnEquipAttempt(EntityUid target, MobStateComponent component, IsEquippingAttemptEvent args)
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{
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// is this a self-equip, or are they being stripped?
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if (args.Equipee == target)
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CheckAct(target, component, args);
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}
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private void OnUnequipAttempt(EntityUid target, MobStateComponent component, IsUnequippingAttemptEvent args)
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{
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// is this a self-equip, or are they being stripped?
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if (args.Unequipee == target)
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CheckAct(target, component, args);
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}
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#endregion
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}
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116
Content.Shared/Mobs/Systems/MobStateSystem.cs
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116
Content.Shared/Mobs/Systems/MobStateSystem.cs
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@@ -0,0 +1,116 @@
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using Content.Shared.ActionBlocker;
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using Content.Shared.Administration.Logs;
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using Content.Shared.Mobs.Components;
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using Content.Shared.Standing;
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using Robust.Shared.GameStates;
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using Robust.Shared.Physics.Systems;
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namespace Content.Shared.Mobs.Systems;
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[Virtual]
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public partial class MobStateSystem : EntitySystem
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{
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[Dependency] private readonly ActionBlockerSystem _blocker = default!;
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[Dependency] private readonly SharedAppearanceSystem _appearance = default!;
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[Dependency] private readonly SharedPhysicsSystem _physics = default!;
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[Dependency] private readonly StandingStateSystem _standing = default!;
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[Dependency] private readonly ISharedAdminLogManager _adminLogger = default!;
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[Dependency] private readonly ILogManager _logManager = default!;
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private ISawmill _sawmill = default!;
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public override void Initialize()
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{
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_sawmill = _logManager.GetSawmill("MobState");
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base.Initialize();
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SubscribeEvents();
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SubscribeLocalEvent<MobStateComponent, ComponentGetState>(OnGetComponentState);
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SubscribeLocalEvent<MobStateComponent, ComponentHandleState>(OnHandleComponentState);
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}
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#region Public API
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/// <summary>
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/// Check if a Mob is Alive
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="component">The MobState component owned by the target</param>
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/// <returns>If the entity is alive</returns>
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public bool IsAlive(EntityUid target, MobStateComponent? component = null)
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{
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if (!Resolve(target, ref component, false))
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return false;
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return component.CurrentState == MobState.Alive;
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}
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/// <summary>
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/// Check if a Mob is Critical
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="component">The MobState component owned by the target</param>
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/// <returns>If the entity is Critical</returns>
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public bool IsCritical(EntityUid target, MobStateComponent? component = null)
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{
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if (!Resolve(target, ref component, false))
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return false;
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return component.CurrentState == MobState.Critical;
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}
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/// <summary>
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/// Check if a Mob is Dead
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="component">The MobState component owned by the target</param>
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/// <returns>If the entity is Dead</returns>
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public bool IsDead(EntityUid target, MobStateComponent? component = null)
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{
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if (!Resolve(target, ref component, false))
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return false;
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return component.CurrentState == MobState.Dead;
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}
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/// <summary>
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/// Check if a Mob is Critical or Dead
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="component">The MobState component owned by the target</param>
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/// <returns>If the entity is Critical or Dead</returns>
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public bool IsIncapacitated(EntityUid target, MobStateComponent? component = null)
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{
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if (!Resolve(target, ref component, false))
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return false;
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return component.CurrentState is MobState.Critical or MobState.Dead;
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}
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/// <summary>
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/// Check if a Mob is in an Invalid state
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="component">The MobState component owned by the target</param>
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/// <returns>If the entity is in an Invalid State</returns>
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public bool IsInvalidState(EntityUid target, MobStateComponent? component = null)
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{
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if (!Resolve(target, ref component, false))
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return false;
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return component.CurrentState is MobState.Invalid;
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}
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#endregion
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#region Private Implementation
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private void OnHandleComponentState(EntityUid uid, MobStateComponent component, ref ComponentHandleState args)
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{
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if (args.Current is not MobStateComponentState state)
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return;
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component.CurrentState = state.CurrentState;
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component.AllowedStates = new HashSet<MobState>(state.AllowedStates);
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}
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private void OnGetComponentState(EntityUid uid, MobStateComponent component, ref ComponentGetState args)
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{
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args.State = new MobStateComponentState(component.CurrentState, component.AllowedStates);
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}
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#endregion
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}
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394
Content.Shared/Mobs/Systems/MobThresholdSystem.cs
Normal file
394
Content.Shared/Mobs/Systems/MobThresholdSystem.cs
Normal file
@@ -0,0 +1,394 @@
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.Alert;
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using Content.Shared.Damage;
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using Content.Shared.FixedPoint;
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using Content.Shared.Mobs.Components;
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using Robust.Shared.GameStates;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Utility;
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namespace Content.Shared.Mobs.Systems;
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public sealed class MobThresholdSystem : EntitySystem
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{
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[Dependency] private readonly MobStateSystem _mobStateSystem = default!;
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[Dependency] private readonly AlertsSystem _alerts = default!;
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public override void Initialize()
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{
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SubscribeLocalEvent<MobThresholdsComponent, MapInitEvent>(MobThresholdMapInit);
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SubscribeLocalEvent<MobThresholdsComponent, ComponentShutdown>(MobThresholdShutdown);
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SubscribeLocalEvent<MobThresholdsComponent, DamageChangedEvent>(OnDamaged);
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SubscribeLocalEvent<MobThresholdsComponent, ComponentGetState>(OnGetComponentState);
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SubscribeLocalEvent<MobThresholdsComponent, ComponentHandleState>(OnHandleComponentState);
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SubscribeLocalEvent<MobThresholdsComponent, UpdateMobStateEvent>(OnUpdateMobState);
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}
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#region Public API
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/// <summary>
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/// Get the Damage Threshold for the appropriate state if it exists
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/// </summary>
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/// <param name="target">Target Entity</param>
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/// <param name="mobState">MobState we want the Damage Threshold of</param>
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/// <param name="thresholdComponent">Threshold Component Owned by the target</param>
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/// <returns>the threshold or 0 if it doesn't exist</returns>
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public FixedPoint2 GetThresholdForState(EntityUid target, MobState mobState,
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MobThresholdsComponent? thresholdComponent = null)
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{
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if (!Resolve(target, ref thresholdComponent))
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return FixedPoint2.Zero;
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foreach (var pair in thresholdComponent.Thresholds)
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{
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if (pair.Value == mobState)
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{
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return pair.Key;
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}
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}
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return FixedPoint2.Zero;
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}
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/// <summary>
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/// Try to get the Damage Threshold for the appropriate state if it exists
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||||
/// </summary>
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||||
/// <param name="target">Target Entity</param>
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/// <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)
|
||||
{
|
||||
}
|
||||
Reference in New Issue
Block a user