* 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IMobState.IsConscious * More merge fixes someone please god review this shit already * Fix rejuvenate test * Update outdated destructible in YAML * Fix repeatedly entering the current state * Fix repeatedly entering the current state, add Threshold.TriggersOnce and expand test *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
75 lines
2.2 KiB
C#
75 lines
2.2 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Linq;
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using Robust.Shared.Serialization;
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namespace Content.Shared.Damage
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{
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[Serializable, NetSerializable]
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public enum DamageType
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{
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Blunt,
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Slash,
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Piercing,
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Heat,
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Shock,
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Cold,
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Poison,
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Radiation,
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Asphyxiation,
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Bloodloss,
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Cellular
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}
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public static class DamageTypeExtensions
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{
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// TODO: Automatically generate this
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private static readonly ImmutableDictionary<DamageType, DamageClass> TypeToClass =
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new Dictionary<DamageType, DamageClass>
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{
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{DamageType.Blunt, DamageClass.Brute},
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{DamageType.Slash, DamageClass.Brute},
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{DamageType.Piercing, DamageClass.Brute},
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{DamageType.Heat, DamageClass.Burn},
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{DamageType.Shock, DamageClass.Burn},
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{DamageType.Cold, DamageClass.Burn},
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{DamageType.Poison, DamageClass.Toxin},
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{DamageType.Radiation, DamageClass.Toxin},
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{DamageType.Asphyxiation, DamageClass.Airloss},
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{DamageType.Bloodloss, DamageClass.Airloss},
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{DamageType.Cellular, DamageClass.Genetic}
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}.ToImmutableDictionary();
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public static DamageClass ToClass(this DamageType type)
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{
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return TypeToClass[type];
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}
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public static Dictionary<DamageType, int> ToDictionary()
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{
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return Enum.GetValues(typeof(DamageType))
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.Cast<DamageType>()
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.ToDictionary(type => type, type => 0);
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}
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public static Dictionary<DamageClass, int> ToClassDictionary(IReadOnlyDictionary<DamageType, int> types)
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{
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var classes = DamageClassExtensions.ToDictionary();
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foreach (var @class in classes.Keys.ToList())
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foreach (var type in @class.ToTypes())
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{
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if (!types.TryGetValue(type, out var damage))
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{
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continue;
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}
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classes[@class] += damage;
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}
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return classes;
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}
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}
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}
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