Files
tbd-station-14/Content.Shared/GameObjects/Components/Damage/IDamageableComponent.cs
DrSmugleaf 02bca4c0d8 Damage rework (#2525)
* Make damage work through messages and events, make destructible not inherit ruinable or reference damageable

* Copy sound logic to destructible component for now

* Fix typo

* Fix prototype error

* Remove breakable component damageable reference

* Remove breakable construction reference

* Remove ruinable component

* Move thresholds to individual components and away from damageable

* Add threshold property to damageable component code

* Add thresholds to destructible component, add states to damageable, remove damage container, fix up mob states

* Being alive isn't normal

* Fix not reading the id

* Merge fixes

* YAML fixes

* Grammar moment

* Remove unnecessary dependency

* Update thresholds doc

* Change naming of thresholds to states in MobStateComponent

* Being alive is once again normal

* Make DamageState a byte

* Bring out classes structs and enums from DestructibleComponent

* Add test for destructible thresholds

* Merge fixes

* More merge fixes and fix rejuvenate test

* Remove IMobState.IsConscious

* More merge fixes someone please god review this shit already

* Fix rejuvenate test

* Update outdated destructible in YAML

* Fix repeatedly entering the current state

* Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test

* Update saltern
2020-12-07 14:52:55 +01:00

164 lines
6.3 KiB
C#

#nullable enable
using System;
using System.Collections.Generic;
using Content.Shared.Damage;
using Content.Shared.GameObjects.EntitySystems;
using Robust.Shared.Interfaces.GameObjects;
namespace Content.Shared.GameObjects.Components.Damage
{
public interface IDamageableComponent : IComponent, IExAct
{
/// <summary>
/// Called when the entity's <see cref="IDamageableComponent"/> 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).
/// </summary>
event Action<DamageChangedEventArgs> HealthChangedEvent;
/// <summary>
/// Sum of all damages taken.
/// </summary>
int TotalDamage { get; }
/// <summary>
/// The amount of damage mapped by <see cref="DamageClass"/>.
/// </summary>
IReadOnlyDictionary<DamageClass, int> DamageClasses { get; }
/// <summary>
/// The amount of damage mapped by <see cref="DamageType"/>.
/// </summary>
IReadOnlyDictionary<DamageType, int> DamageTypes { get; }
/// <summary>
/// The damage flags on this component.
/// </summary>
DamageFlag Flags { get; }
/// <summary>
/// Adds a flag to this component.
/// </summary>
/// <param name="flag">The flag to add.</param>
void AddFlag(DamageFlag flag);
/// <summary>
/// Checks whether or not this component has a specific flag.
/// </summary>
/// <param name="flag">The flag to check for.</param>
/// <returns>True if it has the flag, false otherwise.</returns>
bool HasFlag(DamageFlag flag);
/// <summary>
/// Removes a flag from this component.
/// </summary>
/// <param name="flag">The flag to remove.</param>
void RemoveFlag(DamageFlag flag);
bool SupportsDamageClass(DamageClass @class);
bool SupportsDamageType(DamageType type);
/// <summary>
/// Gets the amount of damage of a type.
/// </summary>
/// <param name="type">The type to get the damage of.</param>
/// <param name="damage">The amount of damage of that type.</param>
/// <returns>
/// True if the given <see cref="type"/> is supported, false otherwise.
/// </returns>
bool TryGetDamage(DamageType type, out int damage);
/// <summary>
/// Changes the specified <see cref="DamageType"/>, applying
/// resistance values only if it is damage.
/// </summary>
/// <param name="type">Type of damage being changed.</param>
/// <param name="amount">
/// Amount of damage being received (positive for damage, negative for heals).
/// </param>
/// <param name="ignoreResistances">
/// Whether or not to ignore resistances.
/// Healing always ignores resistances, regardless of this input.
/// </param>
/// <param name="source">
/// The entity that dealt or healed the damage, if any.
/// </param>
/// <param name="extraParams">
/// Extra parameters that some components may require, such as a specific limb to target.
/// </param>
/// <returns>
/// False if the given type is not supported or improper
/// <see cref="DamageChangeParams"/> were provided; true otherwise.
/// </returns>
bool ChangeDamage(
DamageType type,
int amount,
bool ignoreResistances,
IEntity? source = null,
DamageChangeParams? extraParams = null);
/// <summary>
/// Changes the specified <see cref="DamageClass"/>, applying
/// resistance values only if it is damage.
/// Spreads amount evenly between the <see cref="DamageType"></see>s
/// represented by that class.
/// </summary>
/// <param name="class">Class of damage being changed.</param>
/// <param name="amount">
/// Amount of damage being received (positive for damage, negative for heals).
/// </param>
/// <param name="ignoreResistances">
/// Whether to ignore resistances.
/// Healing always ignores resistances, regardless of this input.
/// </param>
/// <param name="source">Entity that dealt or healed the damage, if any.</param>
/// <param name="extraParams">
/// Extra parameters that some components may require,
/// such as a specific limb to target.
/// </param>
/// <returns>
/// Returns false if the given class is not supported or improper
/// <see cref="DamageChangeParams"/> were provided; true otherwise.
/// </returns>
bool ChangeDamage(
DamageClass @class,
int amount,
bool ignoreResistances,
IEntity? source = null,
DamageChangeParams? extraParams = null);
/// <summary>
/// Forcefully sets the specified <see cref="DamageType"/> to the given
/// value, ignoring resistance values.
/// </summary>
/// <param name="type">Type of damage being changed.</param>
/// <param name="newValue">New damage value to be set.</param>
/// <param name="source">Entity that set the new damage value.</param>
/// <param name="extraParams">
/// Extra parameters that some components may require,
/// such as a specific limb to target.
/// </param>
/// <returns>
/// Returns false if the given type is not supported or improper
/// <see cref="DamageChangeParams"/> were provided; true otherwise.
/// </returns>
bool SetDamage(
DamageType type,
int newValue,
IEntity? source = null,
DamageChangeParams? extraParams = null);
/// <summary>
/// Sets all damage values to zero.
/// </summary>
void Heal();
/// <summary>
/// Invokes the HealthChangedEvent with the current values of health.
/// </summary>
void ForceHealthChangedEvent();
}
}