* WIP changes * Fix tests, merge conflict and trigger once behavior * Update yml * Change test strings to be consts * Fix total damage types and classes triggers * Simplify damage trigger logic, move state to Threshold * Update outdated code and docs * Change the name of IBehavior back to IThresholdBehavior * Change human gibbing to trigger at 400 brute damage * Change gibbing from brute to blunt damage * Fix one (1) typo * Add damage class trigger test * Add missing nullable enable to thresholds
122 lines
4.4 KiB
C#
122 lines
4.4 KiB
C#
#nullable enable
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using System;
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using System.Linq;
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using Content.Server.Utility;
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using Content.Shared.Audio;
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using Content.Shared.GameObjects.Components;
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using Content.Shared.GameObjects.Components.Damage;
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using Content.Shared.GameObjects.EntitySystems;
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using Content.Shared.Interfaces.GameObjects.Components;
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using Content.Server.GameObjects.Components.Destructible;
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using Content.Server.GameObjects.Components.Destructible.Thresholds.Triggers;
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using Content.Shared.Utility;
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using Robust.Server.GameObjects;
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using Robust.Server.GameObjects.EntitySystems;
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using Robust.Shared.GameObjects;
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using Robust.Shared.GameObjects.Systems;
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using Robust.Shared.Interfaces.GameObjects;
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using Robust.Shared.Localization;
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using Robust.Shared.Utility;
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namespace Content.Server.GameObjects.Components
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{
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[RegisterComponent]
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[ComponentReference(typeof(SharedWindowComponent))]
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public class WindowComponent : SharedWindowComponent, IExamine, IInteractHand
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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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{
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var current = msg.Damageable.TotalDamage;
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UpdateVisuals(current);
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break;
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}
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}
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}
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private void UpdateVisuals(int currentDamage)
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{
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if (Owner.TryGetComponent(out AppearanceComponent? appearance) &&
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Owner.TryGetComponent(out DestructibleComponent? destructible))
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{
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foreach (var threshold in destructible.Thresholds)
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{
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if (threshold.Trigger is not TotalDamageTrigger trigger)
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{
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continue;
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}
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appearance.SetData(WindowVisuals.Damage, (float) currentDamage / trigger.Damage);
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}
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}
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}
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void IExamine.Examine(FormattedMessage message, bool inDetailsRange)
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{
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if (!Owner.TryGetComponent(out IDamageableComponent? damageable) ||
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!Owner.TryGetComponent(out DestructibleComponent? destructible))
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{
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return;
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}
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var damage = damageable.TotalDamage;
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TotalDamageTrigger? trigger = null;
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// TODO: Pretend this does not exist until https://github.com/space-wizards/space-station-14/pull/2783 is merged
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foreach (var threshold in destructible.Thresholds)
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{
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if ((trigger = threshold.Trigger as TotalDamageTrigger) != null)
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{
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break;
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}
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}
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if (trigger == null)
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{
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return;
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}
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var damageThreshold = trigger.Damage;
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var fraction = damage == 0 || damageThreshold == 0
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? 0f
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: (float) damage / damageThreshold;
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var level = Math.Min(ContentHelpers.RoundToLevels((double) fraction, 1, 7), 5);
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switch (level)
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{
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case 0:
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message.AddText(Loc.GetString("It looks fully intact."));
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break;
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case 1:
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message.AddText(Loc.GetString("It has a few scratches."));
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break;
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case 2:
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message.AddText(Loc.GetString("It has a few small cracks."));
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break;
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case 3:
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message.AddText(Loc.GetString("It has several big cracks running along its surface."));
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break;
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case 4:
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message.AddText(Loc.GetString("It has deep cracks across multiple layers."));
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break;
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case 5:
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message.AddText(Loc.GetString("It is extremely badly cracked and on the verge of shattering."));
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break;
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}
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}
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bool IInteractHand.InteractHand(InteractHandEventArgs eventArgs)
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{
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EntitySystem.Get<AudioSystem>()
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.PlayAtCoords("/Audio/Effects/glass_knock.ogg", eventArgs.Target.Transform.Coordinates, AudioHelpers.WithVariation(0.05f));
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eventArgs.Target.PopupMessageEveryone(Loc.GetString("*knock knock*"));
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return true;
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}
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}
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}
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