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; /// /// Variable for serialization /// private string templatename; 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); CurrentDamageState = DamageTemplates.StateThresholdMap[threshold]; CurrentDamageState.EnterState(Owner); currentstate = threshold; } } }