* Early commit * Early commit 2 * merging master broke my git * does anyone even read these * life is fleeting * it just works * this time passing integration tests * Remove hashset yaml serialization for now * You got a license for those nullables? * No examine, no context menu, part and mechanism parenting and visibility * Fix wrong brain sprite state * Removing layers was a mistake * just tear body system a new one and see if it still breathes * Remove redundant code * Add that comment back * Separate damage and body, component states, stomach rework * Add containers for body parts * Bring layers back pls * Fix parts magically changing color * Reimplement sprite layer visibility * Fix tests * Add leg test * Active legs is gone Crab rave * Merge fixes, rename DamageState to CurrentState * Remove IShowContextMenu and ICanExamine
123 lines
3.4 KiB
C#
123 lines
3.4 KiB
C#
using System;
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using System.Collections.Generic;
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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.Serialization;
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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 attacked to an <see cref="IDamageableComponent"/>, this component will
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/// 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 SharedMobStateManagerComponent : Component, IOnHealthChangedBehavior, IActionBlocker
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{
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public override string Name => "MobStateManager";
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public override uint? NetID => ContentNetIDs.MOB_STATE_MANAGER;
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protected abstract IReadOnlyDictionary<DamageState, IMobState> Behavior { get; }
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public virtual IMobState CurrentMobState { get; protected set; }
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public virtual DamageState CurrentDamageState { get; protected set; }
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public override void Initialize()
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{
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base.Initialize();
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CurrentDamageState = DamageState.Alive;
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CurrentMobState = Behavior[CurrentDamageState];
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CurrentMobState.EnterState(Owner);
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CurrentMobState.UpdateState(Owner);
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}
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bool IActionBlocker.CanInteract()
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{
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return CurrentMobState.CanInteract();
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}
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bool IActionBlocker.CanMove()
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{
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return CurrentMobState.CanMove();
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}
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bool IActionBlocker.CanUse()
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{
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return CurrentMobState.CanUse();
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}
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bool IActionBlocker.CanThrow()
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{
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return CurrentMobState.CanThrow();
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}
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bool IActionBlocker.CanSpeak()
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{
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return CurrentMobState.CanSpeak();
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}
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bool IActionBlocker.CanDrop()
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{
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return CurrentMobState.CanDrop();
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}
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bool IActionBlocker.CanPickup()
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{
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return CurrentMobState.CanPickup();
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}
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bool IActionBlocker.CanEmote()
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{
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return CurrentMobState.CanEmote();
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}
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bool IActionBlocker.CanAttack()
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{
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return CurrentMobState.CanAttack();
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}
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bool IActionBlocker.CanEquip()
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{
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return CurrentMobState.CanEquip();
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}
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bool IActionBlocker.CanUnequip()
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{
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return CurrentMobState.CanUnequip();
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}
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bool IActionBlocker.CanChangeDirection()
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{
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return CurrentMobState.CanChangeDirection();
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}
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public void OnHealthChanged(HealthChangedEventArgs e)
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{
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if (e.Damageable.CurrentState != CurrentDamageState)
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{
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CurrentDamageState = e.Damageable.CurrentState;
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CurrentMobState.ExitState(Owner);
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CurrentMobState = Behavior[CurrentDamageState];
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CurrentMobState.EnterState(Owner);
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}
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CurrentMobState.UpdateState(Owner);
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}
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}
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[Serializable, NetSerializable]
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public class MobStateManagerComponentState : ComponentState
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{
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public readonly DamageState DamageState;
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public MobStateManagerComponentState(DamageState damageState) : base(ContentNetIDs.MOB_STATE_MANAGER)
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{
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DamageState = damageState;
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}
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}
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}
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