* initial explosiveComponent * remove garbagee * assets * tile mass deletion baby * grenades * tweaks * Update Content.Server/GameObjects/Components/Explosion/ExplosiveComponent.cs Co-Authored-By: Pieter-Jan Briers <pieterjan.briers@gmail.com> * Ex_act based on damage, fixes and tweaks * One finishing touch Done the most cringe way * ex_act explosions, tables are destructible now also adds fuel tanks * adds ex_act to mobs
158 lines
5.4 KiB
C#
158 lines
5.4 KiB
C#
using System;
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using System.Collections.Generic;
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using Content.Server.GameObjects.EntitySystems;
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using Content.Server.Interfaces;
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using Content.Shared.GameObjects.Components.Mobs;
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using Robust.Server.GameObjects;
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using Robust.Shared.ContentPack;
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using Robust.Shared.GameObjects;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Interfaces.Network;
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using Robust.Shared.Serialization;
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namespace Content.Server.GameObjects
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{
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public class SpeciesComponent : SharedSpeciesComponent, IActionBlocker, IOnDamageBehavior, IExAct
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{
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/// <summary>
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/// Damagestates are reached by reaching a certain damage threshold, they will block actions after being reached
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/// </summary>
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public DamageState CurrentDamageState { get; private set; } = new NormalState();
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/// <summary>
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/// Damage state enum for current health, set only via change damage state //TODO: SETTER
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/// </summary>
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private ThresholdType currentstate = ThresholdType.None;
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/// <summary>
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/// Holds the damage template which controls the threshold and resistance settings for this species type
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/// </summary>
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private DamageTemplates DamageTemplate;
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/// <summary>
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/// Variable for serialization
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/// </summary>
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private string templatename;
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private int _heatResistance;
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public int HeatResistance => _heatResistance;
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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.DataField(ref templatename, "Template", "Human");
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Type type = AppDomain.CurrentDomain.GetAssemblyByName("Content.Server")
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.GetType("Content.Server.GameObjects." + templatename);
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DamageTemplate = (DamageTemplates) Activator.CreateInstance(type);
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serializer.DataFieldCached(ref _heatResistance, "HeatResistance", 323);
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}
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public override void HandleMessage(ComponentMessage message, INetChannel netChannel = null,
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IComponent component = null)
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{
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switch (message)
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{
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case PlayerAttachedMsg _:
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var hudstatechange = DamageTemplate.ChangeHudState(Owner.GetComponent<DamageableComponent>());
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SendNetworkMessage(hudstatechange);
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break;
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}
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}
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bool IActionBlocker.CanMove()
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{
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return CurrentDamageState.CanMove();
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}
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bool IActionBlocker.CanInteract()
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{
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return CurrentDamageState.CanInteract();
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}
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bool IActionBlocker.CanUse()
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{
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return CurrentDamageState.CanUse();
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}
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List<DamageThreshold> IOnDamageBehavior.GetAllDamageThresholds()
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{
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var thresholdlist = DamageTemplate.DamageThresholds;
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thresholdlist.AddRange(DamageTemplate.HealthHudThresholds);
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return thresholdlist;
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}
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void IOnDamageBehavior.OnDamageThresholdPassed(object damageable, DamageThresholdPassedEventArgs e)
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{
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DamageableComponent damage = (DamageableComponent) damageable;
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if (e.DamageThreshold.ThresholdType != ThresholdType.HUDUpdate)
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{
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ChangeDamageState(DamageTemplate.CalculateDamageState(damage));
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}
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if (Owner.TryGetComponent(out BasicActorComponent actor)
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) //specifies if we have a client to update the hud for
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{
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var hudstatechange = DamageTemplate.ChangeHudState(damage);
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SendNetworkMessage(hudstatechange);
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}
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}
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private void ChangeDamageState(ThresholdType threshold)
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{
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if (threshold == currentstate)
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{
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return;
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}
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CurrentDamageState.ExitState(Owner);
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CurrentDamageState = DamageTemplates.StateThresholdMap[threshold];
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CurrentDamageState.EnterState(Owner);
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currentstate = threshold;
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Owner.RaiseEvent(new MobDamageStateChangedMessage(this));
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}
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void IExAct.OnExplosion(ExplosionEventArgs eventArgs)
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{
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var burnDamage = 0;
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var bruteDamage = 0;
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switch(eventArgs.Severity)
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{
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case ExplosionSeverity.Destruction:
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bruteDamage += 250;
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burnDamage += 250;
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break;
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case ExplosionSeverity.Heavy:
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bruteDamage += 60;
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burnDamage += 60;
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break;
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case ExplosionSeverity.Light:
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bruteDamage += 30;
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break;
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}
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Owner.GetComponent<DamageableComponent>().TakeDamage(Shared.GameObjects.DamageType.Brute, bruteDamage);
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Owner.GetComponent<DamageableComponent>().TakeDamage(Shared.GameObjects.DamageType.Heat, burnDamage);
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}
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}
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/// <summary>
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/// Fired when <see cref="SpeciesComponent.CurrentDamageState"/> changes.
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/// </summary>
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public sealed class MobDamageStateChangedMessage : EntitySystemMessage
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{
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public MobDamageStateChangedMessage(SpeciesComponent species)
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{
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Species = species;
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}
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/// <summary>
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/// The species component that was changed.
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/// </summary>
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public SpeciesComponent Species { get; }
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}
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}
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