#nullable enable
using System;
using System.Collections.Generic;
using System.Diagnostics.CodeAnalysis;
using Content.Shared.Damage;
using Content.Shared.GameObjects.Components.Body;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Shared.GameObjects.Components.Damage
{
public interface IDamageableComponent : IComponent, IExAct
{
///
/// Called when the entity's values change.
/// Of note is that a "deal 0 damage" call will still trigger this event
/// (including both damage negated by resistance or simply inputting 0 as
/// the amount of damage to deal).
///
event Action HealthChangedEvent;
///
/// List of all DamageStates that
/// can be.
///
List SupportedDamageStates { get; }
///
/// The currently representing this component.
///
DamageState CurrentDamageState { get; }
///
/// Sum of all damages taken.
///
int TotalDamage { get; }
///
/// The amount of damage mapped by .
///
IReadOnlyDictionary DamageClasses { get; }
///
/// The amount of damage mapped by .
///
IReadOnlyDictionary DamageTypes { get; }
///
/// Gets the amount of damage of a type.
///
/// The type to get the damage of.
/// The amount of damage of that type.
///
/// True if the given is supported, false otherwise.
///
bool TryGetDamage(DamageType type, [NotNullWhen(true)] out int damage);
///
/// Changes the specified , applying
/// resistance values only if it is damage.
///
/// Type of damage being changed.
///
/// Amount of damage being received (positive for damage, negative for heals).
///
///
/// Whether or not to ignore resistances.
/// Healing always ignores resistances, regardless of this input.
///
///
/// The entity that dealt or healed the damage, if any.
///
///
/// Extra parameters that some components may require, such as a specific limb to target.
///
///
/// False if the given type is not supported or improper
/// were provided; true otherwise.
///
bool ChangeDamage(DamageType type, int amount, bool ignoreResistances, IEntity? source = null,
HealthChangeParams? extraParams = null);
///
/// Changes the specified , applying
/// resistance values only if it is damage.
/// Spreads amount evenly between the s
/// represented by that class.
///
/// Class of damage being changed.
///
/// Amount of damage being received (positive for damage, negative for heals).
///
///
/// Whether to ignore resistances.
/// Healing always ignores resistances, regardless of this input.
///
/// Entity that dealt or healed the damage, if any.
///
/// Extra parameters that some components may require,
/// such as a specific limb to target.
///
///
/// Returns false if the given class is not supported or improper
/// were provided; true otherwise.
///
bool ChangeDamage(DamageClass @class, int amount, bool ignoreResistances, IEntity? source = null,
HealthChangeParams? extraParams = null);
///
/// Forcefully sets the specified to the given
/// value, ignoring resistance values.
///
/// Type of damage being changed.
/// New damage value to be set.
/// Entity that set the new damage value.
///
/// Extra parameters that some components may require,
/// such as a specific limb to target.
///
///
/// Returns false if the given type is not supported or improper
/// were provided; true otherwise.
///
bool SetDamage(DamageType type, int newValue, IEntity? source = null, HealthChangeParams? extraParams = null);
///
/// Sets all damage values to zero.
///
void Heal();
///
/// Invokes the HealthChangedEvent with the current values of health.
///
void ForceHealthChangedEvent();
void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
{
var damage = eventArgs.Severity switch
{
ExplosionSeverity.Light => 20,
ExplosionSeverity.Heavy => 60,
ExplosionSeverity.Destruction => 250,
_ => throw new ArgumentOutOfRangeException()
};
ChangeDamage(DamageType.Piercing, damage, false, null);
ChangeDamage(DamageType.Heat, damage, false, null);
}
}
///
/// Data class with information on how to damage a
/// .
/// While not necessary to damage for all instances, classes such as
/// may require it for extra data
/// (such as selecting which limb to target).
///
public class HealthChangeParams : EventArgs
{
}
///
/// Data class with information on how the
/// values of a have changed.
///
public class HealthChangedEventArgs : EventArgs
{
///
/// Reference to the that invoked the event.
///
public readonly IDamageableComponent Damageable;
///
/// List containing data on each that was changed.
///
public readonly List Data;
public HealthChangedEventArgs(IDamageableComponent damageable, List data)
{
Damageable = damageable;
Data = data;
}
public HealthChangedEventArgs(IDamageableComponent damageable, DamageType type, int newValue, int delta)
{
Damageable = damageable;
var datum = new HealthChangeData(type, newValue, delta);
var data = new List {datum};
Data = data;
}
}
///
/// Data class with information on how the value of a
/// single has changed.
///
public struct HealthChangeData
{
///
/// Type of damage that changed.
///
public DamageType Type;
///
/// The new current value for that damage.
///
public int NewValue;
///
/// How much the health value changed from its last value (negative is heals, positive is damage).
///
public int Delta;
public HealthChangeData(DamageType type, int newValue, int delta)
{
Type = type;
NewValue = newValue;
Delta = delta;
}
}
}