using System.Collections.Generic;
using Content.Shared.GameObjects;
namespace Content.Server.GameObjects
{
///
/// Defines the threshold values for each damage state for any kind of species
///
public abstract class DamageTemplates
{
public abstract List HealthHudThresholds { get; }
///
/// Changes the hud state when a threshold is reached
///
///
///
public abstract void ChangeHudState(DamageableComponent damage);
//public abstract ResistanceSet resistanceset { get; }
///
/// Shows allowed states, ordered by priority, closest to last value to have threshold reached is preferred
///
public abstract List<(DamageType, int, ThresholdType)> AllowedStates { get; }
///
/// Map of ALL POSSIBLE damage states to the threshold enum value that will trigger them, normal state wont be triggered by this value but is a default that is fell back onto
///
public static Dictionary StateThresholdMap = new Dictionary()
{
{ ThresholdType.None, new NormalState() },
{ ThresholdType.Critical, new CriticalState() },
{ ThresholdType.Death, new DeadState() }
};
public List DamageThresholds
{
get
{
List thresholds = new List();
foreach (var element in AllowedStates)
{
thresholds.Add(new DamageThreshold(element.Item1, element.Item2, element.Item3));
}
return thresholds;
}
}
public ThresholdType CalculateDamageState(DamageableComponent damage)
{
ThresholdType healthstate = ThresholdType.None;
foreach(var element in AllowedStates)
{
if(damage.CurrentDamage[element.Item1] >= element.Item2)
{
healthstate = element.Item3;
}
}
return healthstate;
}
}
}