using System; using System.Collections.Generic; using Content.Server.GameObjects.Components.Damage; using Content.Server.GameObjects.Components.Mobs.DamageThresholdTemplates; using Content.Server.GameObjects.EntitySystems; using Content.Server.Interfaces.GameObjects; using Content.Server.Observer; using Content.Shared.GameObjects.Components.Damage; using Content.Shared.GameObjects.Components.Mobs; using Content.Shared.GameObjects.Components.Movement; using Content.Shared.GameObjects.EntitySystems; using Robust.Server.GameObjects; using Robust.Server.Interfaces.Player; using Robust.Shared.GameObjects; using Robust.Shared.Interfaces.GameObjects; using Robust.Shared.Players; using Robust.Shared.Serialization; namespace Content.Server.GameObjects.Components.Mobs { [RegisterComponent] [ComponentReference(typeof(SharedSpeciesComponent))] public class SpeciesComponent : SharedSpeciesComponent, IActionBlocker, IOnDamageBehavior, IExAct, IRelayMoveInput { /// /// Damagestates are reached by reaching a certain damage threshold, they will block actions after being reached /// public IDamageState CurrentDamageState { get; private set; } = new NormalState(); /// /// Damage state enum for current health, set only via change damage state //TODO: SETTER /// private ThresholdType currentstate = ThresholdType.None; /// /// Holds the damage template which controls the threshold and resistance settings for this species type /// public DamageTemplates DamageTemplate { get; private set; } /// /// Variable for serialization /// private string templatename; private int _heatResistance; public int HeatResistance => _heatResistance; public override void ExposeData(ObjectSerializer serializer) { base.ExposeData(serializer); serializer.DataField(ref templatename, "Template", "Human"); var type = typeof(SpeciesComponent).Assembly.GetType("Content.Server.GameObjects.Components.Mobs.DamageThresholdTemplates." + templatename); DamageTemplate = (DamageTemplates) Activator.CreateInstance(type); serializer.DataFieldCached(ref _heatResistance, "HeatResistance", 323); } public override void HandleMessage(ComponentMessage message, IComponent component) { base.HandleMessage(message, component); switch (message) { case PlayerAttachedMsg _: if (CanReceiveStatusEffect(Owner)) { DamageableComponent damage = Owner.GetComponent(); DamageTemplate.ChangeHudState(damage); } break; case PlayerDetachedMsg _: break; } } public override void OnRemove() { base.OnRemove(); Owner.TryGetComponent(out ServerStatusEffectsComponent statusEffectsComponent); statusEffectsComponent?.RemoveStatusEffect(StatusEffect.Health); Owner.TryGetComponent(out ServerOverlayEffectsComponent overlayEffectsComponent); overlayEffectsComponent?.ClearOverlays(); } bool IActionBlocker.CanMove() { return CurrentDamageState.CanMove(); } bool IActionBlocker.CanInteract() { return CurrentDamageState.CanInteract(); } bool IActionBlocker.CanUse() { return CurrentDamageState.CanUse(); } bool IActionBlocker.CanThrow() { return CurrentDamageState.CanThrow(); } bool IActionBlocker.CanSpeak() { return CurrentDamageState.CanSpeak(); } bool IActionBlocker.CanDrop() { return CurrentDamageState.CanDrop(); } bool IActionBlocker.CanPickup() { return CurrentDamageState.CanPickup(); } bool IActionBlocker.CanEmote() { return CurrentDamageState.CanEmote(); } bool IActionBlocker.CanAttack() { return CurrentDamageState.CanAttack(); } bool IActionBlocker.CanEquip() { return CurrentDamageState.CanEquip(); } bool IActionBlocker.CanUnequip() { return CurrentDamageState.CanUnequip(); } bool IActionBlocker.CanChangeDirection() { return CurrentDamageState.CanChangeDirection(); } List IOnDamageBehavior.GetAllDamageThresholds() { var thresholdlist = DamageTemplate.DamageThresholds; thresholdlist.AddRange(DamageTemplate.HealthHudThresholds); return thresholdlist; } void IOnDamageBehavior.OnDamageThresholdPassed(object damageable, DamageThresholdPassedEventArgs e) { DamageableComponent damage = (DamageableComponent) damageable; if (e.DamageThreshold.ThresholdType != ThresholdType.HUDUpdate) { ChangeDamageState(DamageTemplate.CalculateDamageState(damage)); } //specifies if we have a client to update the hud for if (CanReceiveStatusEffect(Owner)) { DamageTemplate.ChangeHudState(damage); } } private bool CanReceiveStatusEffect(IEntity user) { if (!user.HasComponent() && !user.HasComponent()) { return false; } if (user.HasComponent()) { return true; } return false; } private void ChangeDamageState(ThresholdType threshold) { if (threshold == currentstate) { return; } CurrentDamageState.ExitState(Owner); CurrentDamageState = DamageTemplates.StateThresholdMap[threshold]; CurrentDamageState.EnterState(Owner); currentstate = threshold; var toRaise = new MobDamageStateChangedMessage(this); Owner.EntityManager.EventBus.RaiseEvent(EventSource.Local, toRaise); } void IExAct.OnExplosion(ExplosionEventArgs eventArgs) { var burnDamage = 0; var bruteDamage = 0; switch(eventArgs.Severity) { case ExplosionSeverity.Destruction: bruteDamage += 250; burnDamage += 250; break; case ExplosionSeverity.Heavy: bruteDamage += 60; burnDamage += 60; break; case ExplosionSeverity.Light: bruteDamage += 30; break; } Owner.GetComponent().TakeDamage(DamageType.Brute, bruteDamage, null); Owner.GetComponent().TakeDamage(DamageType.Heat, burnDamage, null); } void IRelayMoveInput.MoveInputPressed(ICommonSession session) { if (CurrentDamageState is DeadState) { new Ghost().Execute(null, (IPlayerSession) session, null); } } } /// /// Fired when changes. /// public sealed class MobDamageStateChangedMessage : EntitySystemMessage { public MobDamageStateChangedMessage(SpeciesComponent species) { Species = species; } /// /// The species component that was changed. /// public SpeciesComponent Species { get; } } }