125 lines
3.4 KiB
C#
125 lines
3.4 KiB
C#
using Content.Server.GameObjects.Components.Movement;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Shared.GameObjects.Components.Mobs;
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using SS14.Server.GameObjects;
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using SS14.Shared.Interfaces.GameObjects;
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using SS14.Shared.Maths;
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namespace Content.Server.GameObjects
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{
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/// <summary>
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/// Defines the blocking effect of each damage state, and what effects to apply upon entering or exiting the state
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/// </summary>
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public interface DamageState : IActionBlocker
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{
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void EnterState(IEntity entity, AppearanceComponent appearance);
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void ExitState(IEntity entity, AppearanceComponent appearance);
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}
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/// <summary>
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/// Standard state that a species is at with no damage or negative effect
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/// </summary>
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public struct NormalState : DamageState
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{
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public void EnterState(IEntity entity, AppearanceComponent appearance) {}
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public void ExitState(IEntity entity, AppearanceComponent appearance) {}
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bool IActionBlocker.CanInteract()
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{
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return true;
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}
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bool IActionBlocker.CanMove()
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{
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return true;
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}
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bool IActionBlocker.CanUse()
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{
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return true;
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}
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}
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/// <summary>
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/// A state in which you are disabled from acting due to damage
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/// </summary>
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public struct CriticalState : DamageState
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{
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public void EnterState(IEntity entity, AppearanceComponent appearance) {
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if (!entity.TryGetComponent<PlayerInputMoverComponent>(out var mover))
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{
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return;
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}
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mover.Disabled = true;
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}
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public void ExitState(IEntity entity, AppearanceComponent appearance) {
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if (!entity.TryGetComponent<PlayerInputMoverComponent>(out var mover))
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{
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return;
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}
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mover.Disabled = false;
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}
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bool IActionBlocker.CanInteract()
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{
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return false;
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}
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bool IActionBlocker.CanMove()
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{
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return false;
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}
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bool IActionBlocker.CanUse()
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{
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return false;
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}
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}
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/// <summary>
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/// A damage state which will allow ghosting out of mobs
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/// </summary>
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public struct DeadState : DamageState
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{
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public void EnterState(IEntity entity, AppearanceComponent appearance)
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{
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var newstate = SpeciesComponent.MobState.Down;
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appearance.SetData(SpeciesComponent.MobVisuals.RotationState, newstate);
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if (!entity.TryGetComponent<PlayerInputMoverComponent>(out var mover))
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{
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return;
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}
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mover.Disabled = true;
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}
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public void ExitState(IEntity entity, AppearanceComponent appearance)
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{
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var newstate = SpeciesComponent.MobState.Stand;
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appearance.SetData(SpeciesComponent.MobVisuals.RotationState, newstate);
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if (!entity.TryGetComponent<PlayerInputMoverComponent>(out var mover))
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{
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return;
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}
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mover.Disabled = false;
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}
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bool IActionBlocker.CanInteract()
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{
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return false;
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}
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bool IActionBlocker.CanMove()
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{
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return false;
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}
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bool IActionBlocker.CanUse()
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{
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return false;
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}
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}
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}
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