using System;
using System.Collections.Generic;
using Content.Server.GameObjects.EntitySystems;
using Content.Server.Interfaces;
using Content.Shared.GameObjects.Components.Mobs;
using SS14.Server.GameObjects;
using SS14.Shared.ContentPack;
using SS14.Shared.GameObjects;
using SS14.Shared.Interfaces.GameObjects;
using SS14.Shared.Interfaces.Network;
using SS14.Shared.Serialization;
namespace Content.Server.GameObjects
{
public class SpeciesComponent : SharedSpeciesComponent, IActionBlocker, IOnDamageBehavior
{
///
/// Damagestates are reached by reaching a certain damage threshold, they will block actions after being reached
///
public DamageState 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
///
private DamageTemplates DamageTemplate;
AppearanceComponent Appearance;
///
/// Variable for serialization
///
private string templatename;
public override void Initialize()
{
base.Initialize();
Appearance = Owner.GetComponent();
}
public override void ExposeData(ObjectSerializer serializer)
{
base.ExposeData(serializer);
serializer.DataField(ref templatename, "Template", "Human");
Type type = AppDomain.CurrentDomain.GetAssemblyByName("Content.Server").GetType("Content.Server.GameObjects." + templatename);
DamageTemplate = (DamageTemplates)Activator.CreateInstance(type);
}
public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null, IComponent component = null)
{
switch (message)
{
case PlayerAttachedMsg _:
var hudstatechange = DamageTemplate.ChangeHudState(Owner.GetComponent());
SendNetworkMessage(hudstatechange);
break;
}
}
bool IActionBlocker.CanMove()
{
return CurrentDamageState.CanMove();
}
bool IActionBlocker.CanInteract()
{
return CurrentDamageState.CanInteract();
}
bool IActionBlocker.CanUse()
{
return CurrentDamageState.CanUse();
}
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));
}
if (Owner.TryGetComponent(out BasicActorComponent actor)) //specifies if we have a client to update the hud for
{
var hudstatechange = DamageTemplate.ChangeHudState(damage);
SendNetworkMessage(hudstatechange);
}
}
private void ChangeDamageState(ThresholdType threshold)
{
if(threshold == currentstate)
{
return;
}
CurrentDamageState.ExitState(Owner, Appearance);
CurrentDamageState = DamageTemplates.StateThresholdMap[threshold];
CurrentDamageState.EnterState(Owner, Appearance);
currentstate = threshold;
}
}
}