using System.Collections.Generic;
using Content.Server.GameObjects.Components.Body;
using Content.Server.GameObjects.Components.Damage;
using Content.Server.Mobs;
using Content.Shared.GameObjects.Components.Damage;
using Content.Shared.GameObjects.Components.Mobs;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Server.GameObjects;
using Robust.Shared.GameObjects;
using Robust.Shared.GameObjects.Components;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Server.GameObjects.Components.Mobs
{
///
/// When attacked to an , this component will handle critical and death behaviors
/// for mobs.
/// Additionally, it handles sending effects to clients (such as blur effect for unconsciousness) and managing the
/// health HUD.
///
[RegisterComponent]
internal class MobStateManagerComponent : Component, IOnHealthChangedBehavior, IActionBlocker
{
private readonly Dictionary _behavior = new Dictionary
{
{DamageState.Alive, new NormalState()},
{DamageState.Critical, new CriticalState()},
{DamageState.Dead, new DeadState()}
};
public override string Name => "MobStateManager";
private DamageState _currentDamageState;
public IMobState CurrentMobState { get; private set; } = new NormalState();
bool IActionBlocker.CanInteract()
{
return CurrentMobState.CanInteract();
}
bool IActionBlocker.CanMove()
{
return CurrentMobState.CanMove();
}
bool IActionBlocker.CanUse()
{
return CurrentMobState.CanUse();
}
bool IActionBlocker.CanThrow()
{
return CurrentMobState.CanThrow();
}
bool IActionBlocker.CanSpeak()
{
return CurrentMobState.CanSpeak();
}
bool IActionBlocker.CanDrop()
{
return CurrentMobState.CanDrop();
}
bool IActionBlocker.CanPickup()
{
return CurrentMobState.CanPickup();
}
bool IActionBlocker.CanEmote()
{
return CurrentMobState.CanEmote();
}
bool IActionBlocker.CanAttack()
{
return CurrentMobState.CanAttack();
}
bool IActionBlocker.CanEquip()
{
return CurrentMobState.CanEquip();
}
bool IActionBlocker.CanUnequip()
{
return CurrentMobState.CanUnequip();
}
bool IActionBlocker.CanChangeDirection()
{
return CurrentMobState.CanChangeDirection();
}
public void OnHealthChanged(HealthChangedEventArgs e)
{
if (e.Damageable.CurrentDamageState != _currentDamageState)
{
_currentDamageState = e.Damageable.CurrentDamageState;
CurrentMobState.ExitState(Owner);
CurrentMobState = _behavior[_currentDamageState];
CurrentMobState.EnterState(Owner);
}
CurrentMobState.UpdateState(Owner);
}
public override void Initialize()
{
base.Initialize();
_currentDamageState = DamageState.Alive;
CurrentMobState = _behavior[_currentDamageState];
CurrentMobState.EnterState(Owner);
CurrentMobState.UpdateState(Owner);
}
public override void OnRemove()
{
// TODO: Might want to add an OnRemove() to IMobState since those are where these components are being used
base.OnRemove();
if (Owner.TryGetComponent(out ServerStatusEffectsComponent status))
{
status.RemoveStatusEffect(StatusEffect.Health);
}
if (Owner.TryGetComponent(out ServerOverlayEffectsComponent overlay))
{
overlay.ClearOverlays();
}
}
}
///
/// Defines the blocking effects of an associated
/// (i.e. Normal, Critical, Dead) and what effects to apply upon entering or
/// exiting the state.
///
public interface IMobState : IActionBlocker
{
///
/// Called when this state is entered.
///
void EnterState(IEntity entity);
///
/// Called when this state is left for a different state.
///
void ExitState(IEntity entity);
///
/// Called when this state is updated.
///
void UpdateState(IEntity entity);
}
///
/// The standard state an entity is in; no negative effects.
///
public struct NormalState : IMobState
{
public void EnterState(IEntity entity)
{
if (entity.TryGetComponent(out AppearanceComponent appearance))
{
appearance.SetData(DamageStateVisuals.State, DamageState.Alive);
}
UpdateState(entity);
}
public void ExitState(IEntity entity) { }
public void UpdateState(IEntity entity)
{
if (!entity.TryGetComponent(out ServerStatusEffectsComponent status))
{
return;
}
if (!entity.TryGetComponent(out IDamageableComponent damageable))
{
status.ChangeStatusEffectIcon(StatusEffect.Health,
"/Textures/Interface/StatusEffects/Human/human0.png");
return;
}
// TODO
switch (damageable)
{
case RuinableComponent ruinable:
{
if (ruinable.DeadThreshold == null)
{
break;
}
var modifier = (int) (ruinable.TotalDamage / (ruinable.DeadThreshold / 7f));
status.ChangeStatusEffectIcon(StatusEffect.Health,
"/Textures/Interface/StatusEffects/Human/human" + modifier + ".png");
break;
}
case BodyManagerComponent body:
{
if (body.CriticalThreshold == null)
{
return;
}
var modifier = (int) (body.TotalDamage / (body.CriticalThreshold / 7f));
status.ChangeStatusEffectIcon(StatusEffect.Health,
"/Textures/Interface/StatusEffects/Human/human" + modifier + ".png");
break;
}
default:
{
status.ChangeStatusEffectIcon(StatusEffect.Health,
"/Textures/Interface/StatusEffects/Human/human0.png");
break;
}
}
}
bool IActionBlocker.CanInteract()
{
return true;
}
bool IActionBlocker.CanMove()
{
return true;
}
bool IActionBlocker.CanUse()
{
return true;
}
bool IActionBlocker.CanThrow()
{
return true;
}
bool IActionBlocker.CanSpeak()
{
return true;
}
bool IActionBlocker.CanDrop()
{
return true;
}
bool IActionBlocker.CanPickup()
{
return true;
}
bool IActionBlocker.CanEmote()
{
return true;
}
bool IActionBlocker.CanAttack()
{
return true;
}
bool IActionBlocker.CanEquip()
{
return true;
}
bool IActionBlocker.CanUnequip()
{
return true;
}
bool IActionBlocker.CanChangeDirection()
{
return true;
}
}
///
/// A state in which an entity is disabled from acting due to sufficient damage (considered unconscious).
///
public struct CriticalState : IMobState
{
public void EnterState(IEntity entity)
{
if (entity.TryGetComponent(out AppearanceComponent appearance))
{
appearance.SetData(DamageStateVisuals.State, DamageState.Critical);
}
if (entity.TryGetComponent(out ServerStatusEffectsComponent status))
{
status.ChangeStatusEffectIcon(StatusEffect.Health,
"/Textures/Interface/StatusEffects/Human/humancrit-0.png"); //Todo: combine humancrit-0 and humancrit-1 into a gif and display it
}
if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
{
overlay.AddOverlay(SharedOverlayID.GradientCircleMaskOverlay);
}
if (entity.TryGetComponent(out StunnableComponent stun))
{
stun.CancelAll();
}
StandingStateHelper.Down(entity);
}
public void ExitState(IEntity entity)
{
StandingStateHelper.Standing(entity);
if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
{
overlay.ClearOverlays();
}
}
public void UpdateState(IEntity entity)
{
}
bool IActionBlocker.CanInteract()
{
return false;
}
bool IActionBlocker.CanMove()
{
return false;
}
bool IActionBlocker.CanUse()
{
return false;
}
bool IActionBlocker.CanThrow()
{
return false;
}
bool IActionBlocker.CanSpeak()
{
return false;
}
bool IActionBlocker.CanDrop()
{
return false;
}
bool IActionBlocker.CanPickup()
{
return false;
}
bool IActionBlocker.CanEmote()
{
return false;
}
bool IActionBlocker.CanAttack()
{
return false;
}
bool IActionBlocker.CanEquip()
{
return false;
}
bool IActionBlocker.CanUnequip()
{
return false;
}
bool IActionBlocker.CanChangeDirection()
{
return false;
}
}
///
/// The state representing a dead entity; allows for ghosting.
///
public struct DeadState : IMobState
{
public void EnterState(IEntity entity)
{
if (entity.TryGetComponent(out AppearanceComponent appearance))
{
appearance.SetData(DamageStateVisuals.State, DamageState.Dead);
}
if (entity.TryGetComponent(out ServerStatusEffectsComponent status))
{
status.ChangeStatusEffectIcon(StatusEffect.Health,
"/Textures/Interface/StatusEffects/Human/humandead.png");
}
if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlayComponent))
{
overlayComponent.AddOverlay(SharedOverlayID.CircleMaskOverlay);
}
if (entity.TryGetComponent(out StunnableComponent stun))
{
stun.CancelAll();
}
StandingStateHelper.Down(entity);
if (entity.TryGetComponent(out CollidableComponent collidable))
{
collidable.CanCollide = false;
}
}
public void ExitState(IEntity entity)
{
StandingStateHelper.Standing(entity);
if (entity.TryGetComponent(out CollidableComponent collidable))
{
collidable.CanCollide = true;
}
if (entity.TryGetComponent(out ServerOverlayEffectsComponent overlay))
{
overlay.ClearOverlays();
}
}
public void UpdateState(IEntity entity)
{
}
bool IActionBlocker.CanInteract()
{
return false;
}
bool IActionBlocker.CanMove()
{
return false;
}
bool IActionBlocker.CanUse()
{
return false;
}
bool IActionBlocker.CanThrow()
{
return false;
}
bool IActionBlocker.CanSpeak()
{
return false;
}
bool IActionBlocker.CanDrop()
{
return false;
}
bool IActionBlocker.CanPickup()
{
return false;
}
bool IActionBlocker.CanEmote()
{
return false;
}
bool IActionBlocker.CanAttack()
{
return false;
}
bool IActionBlocker.CanEquip()
{
return false;
}
bool IActionBlocker.CanUnequip()
{
return false;
}
bool IActionBlocker.CanChangeDirection()
{
return false;
}
}
}