* 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IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test *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
346 lines
9.2 KiB
C#
346 lines
9.2 KiB
C#
#nullable enable
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using System;
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using System.Collections.Generic;
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using System.Diagnostics.CodeAnalysis;
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using System.Linq;
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using Content.Shared.Alert;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Serialization;
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using Robust.Shared.ViewVariables;
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namespace Content.Shared.GameObjects.Components.Mobs.State
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{
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/// <summary>
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/// When attached to an <see cref="IDamageableComponent"/>,
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/// this component will handle critical and death behaviors for mobs.
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/// Additionally, it handles sending effects to clients
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/// (such as blur effect for unconsciousness) and managing the health HUD.
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/// </summary>
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public abstract class SharedMobStateComponent : Component, IMobStateComponent, IActionBlocker
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{
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public override string Name => "MobState";
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public override uint? NetID => ContentNetIDs.MOB_STATE;
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/// <summary>
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/// States that this <see cref="SharedMobStateComponent"/> mapped to
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/// the amount of damage at which they are triggered.
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/// A threshold is reached when the total damage of an entity is equal
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/// to or higher than the int key, but lower than the next threshold.
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/// Ordered from lowest to highest.
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/// </summary>
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[ViewVariables]
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private SortedDictionary<int, IMobState> _lowestToHighestStates = default!;
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// TODO Remove Nullability?
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[ViewVariables]
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public IMobState? CurrentState { get; private set; }
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[ViewVariables]
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public int? CurrentThreshold { get; private set; }
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataReadWriteFunction(
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"thresholds",
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new Dictionary<int, IMobState>(),
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thresholds =>
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{
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_lowestToHighestStates = new SortedDictionary<int, IMobState>(thresholds);
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},
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() => new Dictionary<int, IMobState>(_lowestToHighestStates));
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}
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protected override void Startup()
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{
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base.Startup();
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if (CurrentState != null && CurrentThreshold != null)
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{
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UpdateState(null, (CurrentState, CurrentThreshold.Value));
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}
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}
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public override void OnRemove()
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{
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if (Owner.TryGetComponent(out SharedAlertsComponent? status))
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{
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status.ClearAlert(AlertType.HumanHealth);
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}
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base.OnRemove();
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}
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public override ComponentState GetComponentState()
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{
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return new MobStateComponentState(CurrentThreshold);
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}
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public override void HandleComponentState(ComponentState? curState, ComponentState? nextState)
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{
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base.HandleComponentState(curState, nextState);
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if (curState is not MobStateComponentState state)
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{
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return;
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}
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if (CurrentThreshold == state.CurrentThreshold)
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{
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return;
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}
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if (state.CurrentThreshold == null)
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{
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RemoveState(true);
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}
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else
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{
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UpdateState(state.CurrentThreshold.Value, true);
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}
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}
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public override void HandleMessage(ComponentMessage message, IComponent? component)
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{
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base.HandleMessage(message, component);
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switch (message)
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{
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case DamageChangedMessage msg:
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if (msg.Damageable.Owner != Owner)
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{
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break;
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}
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UpdateState(msg.Damageable.TotalDamage);
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break;
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}
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}
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public bool IsAlive()
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{
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return CurrentState?.IsAlive() ?? false;
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}
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public bool IsCritical()
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{
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return CurrentState?.IsCritical() ?? false;
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}
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public bool IsDead()
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{
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return CurrentState?.IsDead() ?? false;
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}
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public bool IsIncapacitated()
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{
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return CurrentState?.IsIncapacitated() ?? false;
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}
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public (IMobState state, int threshold)? GetState(int damage)
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{
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foreach (var (threshold, state) in _lowestToHighestStates.Reverse())
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{
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if (damage >= threshold)
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{
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return (state, threshold);
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}
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}
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return null;
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}
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public bool TryGetState(
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int damage,
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[NotNullWhen(true)] out IMobState? state,
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out int threshold)
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{
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var highestState = GetState(damage);
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if (highestState == null)
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{
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state = default;
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threshold = default;
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return false;
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}
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(state, threshold) = highestState.Value;
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return true;
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}
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public (IMobState state, int threshold)? GetEarliestIncapacitatedState(int minimumDamage)
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{
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foreach (var (threshold, state) in _lowestToHighestStates)
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{
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if (!state.IsIncapacitated())
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{
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continue;
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}
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if (threshold < minimumDamage)
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{
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continue;
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}
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return (state, threshold);
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}
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return null;
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}
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public bool TryGetEarliestIncapacitatedState(
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int minimumDamage,
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[NotNullWhen(true)] out IMobState? state,
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out int threshold)
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{
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var earliestState = GetEarliestIncapacitatedState(minimumDamage);
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if (earliestState == null)
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{
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state = default;
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threshold = default;
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return false;
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}
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(state, threshold) = earliestState.Value;
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return true;
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}
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private void RemoveState(bool syncing = false)
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{
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var old = CurrentState;
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CurrentState = null;
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CurrentThreshold = null;
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UpdateState(old, null);
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if (!syncing)
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{
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Dirty();
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}
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}
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public void UpdateState(int damage, bool syncing = false)
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{
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if (!TryGetState(damage, out var newState, out var threshold))
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{
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return;
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}
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UpdateState(CurrentState, (newState, threshold));
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if (!syncing)
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{
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Dirty();
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}
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}
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private void UpdateState(IMobState? old, (IMobState state, int threshold)? current)
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{
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if (!current.HasValue)
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{
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old?.ExitState(Owner);
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return;
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}
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var (state, threshold) = current.Value;
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CurrentThreshold = threshold;
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if (state == old)
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{
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state.UpdateState(Owner, threshold);
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return;
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}
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old?.ExitState(Owner);
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CurrentState = state;
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state.EnterState(Owner);
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state.UpdateState(Owner, threshold);
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var message = new MobStateChangedMessage(this, old, state);
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SendMessage(message);
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}
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bool IActionBlocker.CanInteract()
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{
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return CurrentState?.CanInteract() ?? true;
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}
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bool IActionBlocker.CanMove()
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{
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return CurrentState?.CanMove() ?? true;
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}
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bool IActionBlocker.CanUse()
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{
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return CurrentState?.CanUse() ?? true;
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}
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bool IActionBlocker.CanThrow()
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{
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return CurrentState?.CanThrow() ?? true;
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}
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bool IActionBlocker.CanSpeak()
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{
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return CurrentState?.CanSpeak() ?? true;
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}
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bool IActionBlocker.CanDrop()
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{
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return CurrentState?.CanDrop() ?? true;
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}
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bool IActionBlocker.CanPickup()
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{
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return CurrentState?.CanPickup() ?? true;
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}
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bool IActionBlocker.CanEmote()
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{
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return CurrentState?.CanEmote() ?? true;
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}
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bool IActionBlocker.CanAttack()
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{
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return CurrentState?.CanAttack() ?? true;
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}
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bool IActionBlocker.CanEquip()
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{
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return CurrentState?.CanEquip() ?? true;
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}
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bool IActionBlocker.CanUnequip()
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{
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return CurrentState?.CanUnequip() ?? true;
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}
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bool IActionBlocker.CanChangeDirection()
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{
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return CurrentState?.CanChangeDirection() ?? true;
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}
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}
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[Serializable, NetSerializable]
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public class MobStateComponentState : ComponentState
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{
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public readonly int? CurrentThreshold;
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public MobStateComponentState(int? currentThreshold) : base(ContentNetIDs.MOB_STATE)
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{
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CurrentThreshold = currentThreshold;
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}
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}
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}
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